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Posted

Okay, all I want is to make my AquariumGlass block(it's like a glass pane, except it renders on the edge of the block its sitting on) face the player when placed in any of the four cardinal directions.  I've looked at several similar threads and tested the code, and still have no luck.  I've even tried adding and modifying the Furnace rotation code, but have not been able to get it to work.

 

BlockAquariumGlass:

 

package com.aquariumglass.blocks;

import net.minecraft.block.Block;
import net.minecraft.block.BlockContainer;
import net.minecraft.block.material.Material;
import net.minecraft.entity.EntityLivingBase;
import net.minecraft.item.ItemStack;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.MathHelper;
import net.minecraft.world.World;
import com.aquariumglass.AquariumGlass;
import com.aquariumglass.tileentity.TileEntityAquariumGlass;

public class BlockAquariumGlass extends BlockContainer {

public BlockAquariumGlass(Material material) {
	super(material);
	material = Material.glass;
	this.setHardness(2.0F);
	this.setResistance(5.0F);
	this.setCreativeTab(AquariumGlass.aquariumTab);

}



public int getRenderType(){
	return -1;
}

public boolean isOpaqueCube(){
	return false;
}

public boolean renderAsNormalBlock(){
	return false;
}

@Override
public TileEntity createNewTileEntity(World world, int int1) {
	// TODO Auto-generated method stub
	return new TileEntityAquariumGlass();

}

public void onBlockAdded(World world, int x, int y, int z)
    {
        super.onBlockAdded(world, x, y, z);
        this.setDefaultDirection(world, x, y, z);
    }


public void setDefaultDirection(World world, int x, int y, int z){
	if(!world.isRemote){
		Block b1 = world.getBlock(x, y, z - 1);
		Block b2 = world.getBlock(x, y, z + 1);
		Block b3 = world.getBlock(x - 1, y, z);
		Block b4 = world.getBlock(x + 1, y, z);

		byte b0 = 3;

		if (b1.func_149730_j() && !b2.func_149730_j())
		{
			b0 = 3;
		}

		if (b2.func_149730_j() && !b1.func_149730_j())
		{
			b0 = 2;
		}

		if (b3.func_149730_j() && !b4.func_149730_j())
		{
			b0 = 5;
		}

		if (b4.func_149730_j() && !b3.func_149730_j())
		{
			b0 = 4;
		}
		world.setBlockMetadataWithNotify(x, y, z, b0, 2);
	}



}
public void onBlockPlacedBy(World world, int x, int y, int z, EntityLivingBase entityplayer, ItemStack itemstack){
		int l = MathHelper.floor_double((double)(entityplayer.rotationYaw * 4.0F / 360F) + 0.5D) & 3;
if(l == 0){
	world.setBlockMetadataWithNotify(x, y, z, 2, 2);
}

if(l == 1){
	world.setBlockMetadataWithNotify(x, y, z, 5, 2);
}

if(l == 2){
	world.setBlockMetadataWithNotify(x, y, z, 3, 2);
}

if(l == 3){
	world.setBlockMetadataWithNotify(x, y, z, 4, 2);
}

}

}

 

RenderAquariumGlass:

 

package com.aquariumglass.renderer;

import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.ResourceLocation;
import net.minecraft.world.World;

import org.lwjgl.opengl.GL11;

import com.aquariumglass.AquariumGlass;
import com.aquariumglass.blocks.BlockAquariumGlass;
import com.aquariumglass.models.ModelAquariumGlass;

public class RenderAquariumGlass extends TileEntitySpecialRenderer {

private static final ResourceLocation texture = new ResourceLocation(AquariumGlass.modid + ":" + "textures/blocks/aquarGlass.png");

private ModelAquariumGlass model;

public RenderAquariumGlass(){
this.model = new ModelAquariumGlass();
}



@Override
public void renderTileEntityAt(TileEntity tileentity, double x,
double y, double z, float f) {
GL11.glPushMatrix();
GL11.glTranslatef((float) x + 0.5F, (float) y + 1.5F, (float) z + 0.5F);
GL11.glRotatef(180, 0F, 0F, 1F);
int i = tileentity.getBlockMetadata();

short short1 = 0;

if (i == 2)
{
     short1 = 360;
     AquariumGlass.aquariumGlass.setBlockBounds(0F, 0F, 0F, 1F, 1F, 0.125F);
}

if (i == 3)
{
 short1 = 180;
 AquariumGlass.aquariumGlass.setBlockBounds(0F, 0F, .875F, 1F, 1F, 1F);
}

if (i == 4)
{
 short1 = -90;
 AquariumGlass.aquariumGlass.setBlockBounds(0F, 0F, 0F, .125F, 1F, 1F);
}

if (i == 5)
{
 short1 = 90;
 AquariumGlass.aquariumGlass.setBlockBounds(.875F, 0F , 0F, 1F, 1F, 1F);
}
GL11.glRotatef((float)short1, 0.0F, 1.0F, 0.0F);
this.bindTexture(texture);
GL11.glPushMatrix();
this.model.renderModel(0.0625F);
GL11.glPopMatrix();
GL11.glPopMatrix();

}

}

Posted

Use the furnace code to set the metadata, and in your render method check the metadata and rotate the model with

GL11.glRotatef()

Check out my mod, Realms of Chaos, here.

 

If I helped you, be sure to press the "Thank You" button!

Posted

Alright, I looked at a similar question and used Mecblader's sample code.  This got it to work facing north.  Updated code is in OP.

 

Edit:  Did a bit more fiddling, and got it to rotate the model properly.  However, the collision boxes are only the same when looking at the front of the block.  How do I fix that?

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