Posted May 3, 201411 yr Hi there, I've been working on a wind turbine and recently changed the way I was rendering it to a Techne model. I want to make the blades constantly spin on the wind turbine so that it looks significantly better. How would I animate it to constantly rotate? I assume it's a method somewhere. If anybody would be kind enough to help that would be very nice as any tutorials I found were two years old. If this helps, here is my wind turbine in game: I have no idea what I'm doing.
May 3, 201411 yr My way is next — put moving parts into separate model(s), and then use glRotate() and/or glRotate() when rendering the whole thing. As an example, here's my clock renderer: @SideOnly(Side.CLIENT) public class TileEntityRendererClockPole extends TileEntitySpecialRenderer{ protected ModelBase base = new ClockPoleBase(); protected ModelBase rim = new ClockPoleRim(); protected ModelBase hour = new ClockPoleHour(); protected ModelBase minute = new ClockPoleMinute(); @Override public void renderTileEntityAt(TileEntity tileentity, double d, double d1, double d2, float f){ GL11.glPushMatrix(); GL11.glTranslatef((float)d, (float)d1, (float)d2); TileEntityClockPole tile = (TileEntityClockPole)tileentity; if(tile != null){ renderBlock(tile, tile.getWorldObj(), tile.xCoord, tile.yCoord, tile.zCoord, RoWBlocks.clockPole); } GL11.glPopMatrix(); } public void renderBlock(TileEntityClockPole tile, World world, int i, int j, int k, Block block){ Tessellator tessellator = Tessellator.instance; float f = block.getMixedBrightnessForBlock(world, i, j, k); int l = world.getLightBrightnessForSkyBlocks(i, j, k, 0); int l1 = l % 65536; int l2 = l / 65536; tessellator.setColorOpaque_F(f, f, f); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)l1, (float)l2); if(tile != null){ Minecraft minecraft = Minecraft.getMinecraft(); float time = 0; if(minecraft.theWorld != null){ time = (float)minecraft.theWorld.getWorldTime(); } GL11.glPushMatrix(); GL11.glTranslatef(0.5F, 1.5F, 0.5F); if(world.getBlock(i, j - 1, k) instanceof BlockSlab) GL11.glTranslatef(0F, -0.5F, 0F); GL11.glScalef(-1.0F, -1.0F, 1.0F); GL11.glPushMatrix(); bindTexture(new ResourceLocation("row:textures/clock/pole/base.png")); base.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); bindTexture(new ResourceLocation("row:textures/clock/pole/rim.png")); GL11.glTranslatef(0.0F, -2.4375F, 0.0F); for(byte u = 0; u <= 3; u++){ GL11.glRotatef(u * 90F, 0.0F, 1.0F, 0.0F); rim.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); GL11.glPushMatrix(); GL11.glRotatef((time - 6000) / 11999F * 360F, 0.0F, 0.0F, 1.0F); hour.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glRotatef((time - 6000) / 11999F * 12F * 360F, 0.0F, 0.0F, 1.0F); minute.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); } GL11.glPopMatrix(); GL11.glPopMatrix(); } } } If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
May 3, 201411 yr Author My way is next — put moving parts into separate model(s), and then use glRotate() and/or glRotate() when rendering the whole thing. As an example, here's my clock renderer: @SideOnly(Side.CLIENT) public class TileEntityRendererClockPole extends TileEntitySpecialRenderer{ protected ModelBase base = new ClockPoleBase(); protected ModelBase rim = new ClockPoleRim(); protected ModelBase hour = new ClockPoleHour(); protected ModelBase minute = new ClockPoleMinute(); @Override public void renderTileEntityAt(TileEntity tileentity, double d, double d1, double d2, float f){ GL11.glPushMatrix(); GL11.glTranslatef((float)d, (float)d1, (float)d2); TileEntityClockPole tile = (TileEntityClockPole)tileentity; if(tile != null){ renderBlock(tile, tile.getWorldObj(), tile.xCoord, tile.yCoord, tile.zCoord, RoWBlocks.clockPole); } GL11.glPopMatrix(); } public void renderBlock(TileEntityClockPole tile, World world, int i, int j, int k, Block block){ Tessellator tessellator = Tessellator.instance; float f = block.getMixedBrightnessForBlock(world, i, j, k); int l = world.getLightBrightnessForSkyBlocks(i, j, k, 0); int l1 = l % 65536; int l2 = l / 65536; tessellator.setColorOpaque_F(f, f, f); OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)l1, (float)l2); if(tile != null){ Minecraft minecraft = Minecraft.getMinecraft(); float time = 0; if(minecraft.theWorld != null){ time = (float)minecraft.theWorld.getWorldTime(); } GL11.glPushMatrix(); GL11.glTranslatef(0.5F, 1.5F, 0.5F); if(world.getBlock(i, j - 1, k) instanceof BlockSlab) GL11.glTranslatef(0F, -0.5F, 0F); GL11.glScalef(-1.0F, -1.0F, 1.0F); GL11.glPushMatrix(); bindTexture(new ResourceLocation("row:textures/clock/pole/base.png")); base.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); bindTexture(new ResourceLocation("row:textures/clock/pole/rim.png")); GL11.glTranslatef(0.0F, -2.4375F, 0.0F); for(byte u = 0; u <= 3; u++){ GL11.glRotatef(u * 90F, 0.0F, 1.0F, 0.0F); rim.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); GL11.glPushMatrix(); GL11.glRotatef((time - 6000) / 11999F * 360F, 0.0F, 0.0F, 1.0F); hour.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); GL11.glPushMatrix(); GL11.glRotatef((time - 6000) / 11999F * 12F * 360F, 0.0F, 0.0F, 1.0F); minute.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); } GL11.glPopMatrix(); GL11.glPopMatrix(); } } } I've got the blade rendering in a seperate model alright, but I'm kinda stuck on the actual rotation part. I've tried to copy what you've done with no success. Here is my rendering class: package foodTech.tileEntities.render; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer; import net.minecraft.entity.Entity; import net.minecraft.tileentity.TileEntity; import net.minecraft.util.ResourceLocation; import org.lwjgl.opengl.GL11; import foodTech.Main; import foodTech.blocks.CreateBlocks; import foodTech.tileEntities.models.windTurbine.ModelWindTurbineShaft; import foodTech.tileEntities.models.windTurbine.ModelWindTurbineTop; import foodTech.tileEntities.models.windTurbine.ModelWindTurbineTopBlade; public class RenderWindTurbine extends TileEntitySpecialRenderer //Tells OpenGL how the windTurbine tileEntity should be drawn { private final ResourceLocation textureWindTurbineShaft = new ResourceLocation("roboguy99", "textures/models/windTurbineShaft.png"); private final ResourceLocation textureWindTurbineTop = new ResourceLocation("roboguy99", "textures/models/windTurbineTop.png"); private final ModelWindTurbineShaft modelShaft; private final ModelWindTurbineTop modelTop; private final ModelWindTurbineTopBlade modelTopBlade; public RenderWindTurbine() { this.modelShaft = new ModelWindTurbineShaft(); this.modelTop = new ModelWindTurbineTop(); this.modelTopBlade = new ModelWindTurbineTopBlade(); } public void renderTileEntityAt(TileEntity tileEntity, double x, double y, double z, float f) { int x1 = tileEntity.xCoord; int y1 = tileEntity.yCoord; int z1 = tileEntity.zCoord; while(tileEntity.getWorldObj().getBlockMetadata(x1, y1, z1) < 7 && tileEntity.getWorldObj().getBlock(x1, y1, z1).equals(CreateBlocks.blockWindTurbine)) { y1++; } int metadata = tileEntity.getWorldObj().getBlockMetadata(tileEntity.xCoord, tileEntity.yCoord, tileEntity.zCoord); if(metadata > 0 && metadata < 7) { GL11.glPushMatrix(); GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F); Minecraft.getMinecraft().renderEngine.bindTexture(textureWindTurbineShaft); GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F); this.modelShaft.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); } if (metadata > 7) { GL11.glPushMatrix(); GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F); Minecraft.getMinecraft().renderEngine.bindTexture(textureWindTurbineTop); //GL11.glRotatef(180F, 0.0F, 0.0F, 1.0F); //Commenting this out causes the rendering to float up 1 block this.modelTop.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); this.modelTopBlade.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); for(int i = 0; i < 360; i++) { GL11.glRotatef(i, 0.0F, 0.0F, 1.0F); } GL11.glPopMatrix(); } } } I have no idea what I'm doing.
May 3, 201411 yr Rotating should be done before rendering. Also, for(int i = 0; i < 360; i++) { GL11.glRotatef(i, 0.0F, 0.0F, 1.0F); } makes no sence. And, I think, it's good idea to use minecraft time to define the rotation angle. Try this: if (metadata > 7){ GL11.glPushMatrix(); GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F); this.modelTop.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); Minecraft.getMinecraft().renderEngine.bindTexture(textureWindTurbineTop); float time = 0; if(minecraft.theWorld != null){ time = (float)Minecraft.getMinecraft().theWorld.getWorldTime(); } float mult = 1F/12000F; //adjust this value to get the desired rotation speed GL11.glRotatef(time * mult, 0.0F, 0.0F, 1.0F); this.modelTopBlade.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); } If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
May 4, 201411 yr Author Rotating should be done before rendering. Also, for(int i = 0; i < 360; i++) { GL11.glRotatef(i, 0.0F, 0.0F, 1.0F); } makes no sence. And, I think, it's good idea to use minecraft time to define the rotation angle. Try this: if (metadata > 7){ GL11.glPushMatrix(); GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F); this.modelTop.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); Minecraft.getMinecraft().renderEngine.bindTexture(textureWindTurbineTop); float time = 0; if(minecraft.theWorld != null){ time = (float)Minecraft.getMinecraft().theWorld.getWorldTime(); } float mult = 1F/12000F; //adjust this value to get the desired rotation speed GL11.glRotatef(time * mult, 0.0F, 0.0F, 1.0F); this.modelTopBlade.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); } I've been playing around with this code for a little bit, because as you can see in picture below it's not rendering at all correctly. I tried printing out time * mult and the number is indeed changing. The rotation does not however change more than once however. I tried changing the multiplier in debug mode which caused the turbine to move once and then stop again. Please help! It's probably worth noting that the top block of the turbine is rendered entirely wrong (textures are all over the place) I have no idea what I'm doing.
May 5, 201411 yr I've been playing around with this code for a little bit, because as you can see in picture below it's not rendering at all correctly. I tried printing out time * mult and the number is indeed changing. The rotation does not however change more than once however. I tried changing the multiplier in debug mode which caused the turbine to move once and then stop again. Please help! It's probably worth noting that the top block of the turbine is rendered entirely wrong (textures are all over the place) Well, providing the rest of your sources that are concerned with the block so that i can actually run the mod and debug it will be a good idea. If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
May 5, 201411 yr Author I've been playing around with this code for a little bit, because as you can see in picture below it's not rendering at all correctly. I tried printing out time * mult and the number is indeed changing. The rotation does not however change more than once however. I tried changing the multiplier in debug mode which caused the turbine to move once and then stop again. Please help! It's probably worth noting that the top block of the turbine is rendered entirely wrong (textures are all over the place) Well, providing the rest of your sources that are concerned with the block so that i can actually run the mod and debug it will be a good idea. Ok sorry. I'm going to give you the link to the entire mod on dropbox because I'm in the middle of sorting out a lot of things and a huge amount of classes are currently needed for the VERY broken base upon which the windmill must sit. https://www.dropbox.com/sh/nzd6s6usysjri56/hhx8kivoWd To place the turbine you need to assemble a 3*3 area of turbine base blocks and you'll see it turn into a very brokenly rendered multiblock (I'm having troubles with this too). Hopefully you'll find everything you need. A quick pointer: I think the most important class here is tileEntities/render/RenderWindTurbine. Sorry again about the mess and thanks for the help. I have no idea what I'm doing.
May 8, 201411 yr To rotate things properly you should model them so that their axles will go trough (0, 0, 0) point. Your blades are modeled wrong. And the whole code was written very poorly. Also, why are you binding texture after you render the top? However, i've made it work in some way. if (metadata > 7) { Minecraft.getMinecraft().renderEngine.bindTexture(textureWindTurbineTop); GL11.glPushMatrix(); GL11.glTranslatef((float) x + 0.5F, (float) y - 0.5F, (float) z + 0.5F); this.modelTop.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); float time = 0; if(minecraft.theWorld != null) { time = (float)Minecraft.getMinecraft().theWorld.getWorldTime(); } float mult = 2F; //adjust this value to get the desired rotation speed GL11.glPushMatrix(); GL11.glTranslatef((float) x + 0.5F, (float) y + 7.0F/16F, (float) z + 0.5F); GL11.glRotatef(time * mult, 0.0F, 0.0F, 1.0F); GL11.glTranslatef(0, -15.0F/16F, 0); this.modelTopBlade.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F); GL11.glPopMatrix(); } } Still some weird black objects can be seen passing away sometimes. If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
May 8, 201411 yr Author It works, thanks! Perhaps you'd like to explain how my code was written very poorly so that I can improve in the future and correct my mistakes however? I have no idea what I'm doing.
May 9, 201411 yr Well, as i've said, this part makes no sense for(int i = 0; i < 360; i++){ GL11.glRotatef(i, 0.0F, 0.0F, 1.0F); } In your RenderGrindstone the numbers of glPushMatrix(); and glPopMatrix(); are not mathcing, that may cause GL troubles. That's what I've seen. Sorry, but I have no time to check all your code. If i helped you, don't forget pressing "Thank You" button. Thanks for your time.
May 9, 201411 yr Author It works, thanks! Perhaps you'd like to explain how my code was written very poorly so that I can improve in the future and correct my mistakes however? I have no idea what I'm doing.
May 9, 201411 yr Author It works, thanks! Perhaps you'd like to explain how my code was written very poorly so that I can improve in the future and correct my mistakes however? Well that explains the stack overflow warnings it was producing. Thanks. I have no idea what I'm doing.
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