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[1.7.10][SOLVED]Custom Rendered Block rotation and with hitbox


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Posted

So, I made custom rendered block.

When I try to make it rotate with this :

 

@Override
public void onBlockPlacedBy(World world, int x, int y, int z, EntityLivingBase entity, ItemStack stack){
	if(entity == null){
		return;
	}
	TileEntityMaP tile = (TileEntityMaP)world.getTileEntity(x, y, z);
	tile.direction = MathHelper.floor_double((double)(entity.rotationYaw * 4.0F/360) + 0.5D) & 3;

 

it works fine, but after I relog directions aren't saved.

I think NBT tags are needed but I need help with that.

this model isn't centered so it's hitbox stays same even if rotated ._.

I've tried using AABBs but it doesn't work... Any ideas?

Thing I love most in this forum, is that when you ask for help, moderators don't give you ready code, you have to figure it out yourself.

Posted

Okay, I'll figure out that, but what about hitbox?

Thing I love most in this forum, is that when you ask for help, moderators don't give you ready code, you have to figure it out yourself.

Posted

public static AxisAlignedBB getRotatedInstance(AxisAlignedBB def, int rotation)
{
def = def.copy();
def.offset(-0.5, -0.5, -0.5);
switch (rotation) {
case 2 : def = AxisAlignedBB.getBoundingBox(def.minZ, def.minY, def.maxX * -1, def.maxZ, def.maxY, def.minX * -1);
case 3 : def = AxisAlignedBB.getBoundingBox(def.maxX * -1, def.minY, def.maxZ * -1, def.minX * -1, def.maxY, def.minZ * -1);
case 1 : def = AxisAlignedBB.getBoundingBox(def.maxZ * -1, def.minY, def.minX, def.minZ * -1, def.maxY, def.maxX);
}
def.offset(0.5, 0.5, 0.5); 
return def;
}

Of course X,Y,Z coordinates were changed(below 1.0F)

Thing I love most in this forum, is that when you ask for help, moderators don't give you ready code, you have to figure it out yourself.

Posted

And... where do you call this method?

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This thread makes me sad because people just post copy-paste-ready code when it's obvious that the OP has little to no programming experience. This is not how learning works.

Posted

I tried in block.java and RenderBlock.java....

Am I being a total noob?  ╥﹏╥

Thing I love most in this forum, is that when you ask for help, moderators don't give you ready code, you have to figure it out yourself.

Posted

package com.joey.renderer;

import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.ResourceLocation;

import org.lwjgl.opengl.GL11;

import com.joey.Main.lib.RefStrings;
import com.joey.model.ModelMaP;

public class RenderMaP extends TileEntitySpecialRenderer{

private static final ResourceLocation texture = new ResourceLocation(RefStrings.MODID + ":" + "textures/model/MaP.png");

private ModelMaP model;

public RenderMaP(){
	this.model = new ModelMaP();
}
public static AxisAlignedBB getRotatedInstance(AxisAlignedBB def, int rotation)
{
 def = def.copy();
 def.offset(-0.25, -0.5, -0.25);
 switch (rotation) {
 case 2 : def = AxisAlignedBB.getBoundingBox(0.625F, 0F, 0.375F * -1, 0.875F, 0.1875F, 0.125F * -1);
 case 3 : def = AxisAlignedBB.getBoundingBox(0.375F * -1, 0F, 0.875F * -1, 0.125F * -1, 0.1875F, 0.625F * -1);
 case 1 : def = AxisAlignedBB.getBoundingBox(0.875F * -1, 0F, 0.125F, 0.625F * -1, 0.1875F, 0.375F);
 }
 def.offset(0.25, 0.5, 0.25); 
 return def;
}


@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, 0.0F, 0.0F, 1.0F);

		this.bindTexture(texture);

		GL11.glPushMatrix();
			this.model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
		GL11.glPopMatrix();	
	GL11.glPopMatrix();
}

}

 

I also forgot to change default center offsets (defs are 0.5(center of the block)) but already fixed it with some help...

I think this must work now... isn't it? just gonna add rotation to it.

 

Thing I love most in this forum, is that when you ask for help, moderators don't give you ready code, you have to figure it out yourself.

Posted

||||UPDATE||||

I added rotation angles but it still doesn't work

package com.joey.renderer;

import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.tileentity.TileEntity;
import net.minecraft.util.AxisAlignedBB;
import net.minecraft.util.ResourceLocation;

import org.lwjgl.opengl.GL11;

import com.joey.Main.lib.RefStrings;
import com.joey.blocks.TileEntity.TileEntityMaP;
import com.joey.model.ModelMaP;

public class RenderMaP extends TileEntitySpecialRenderer{

private static final ResourceLocation texture = new ResourceLocation(RefStrings.MODID + ":" + "textures/model/MaP.png");

private ModelMaP model;

public RenderMaP(){
	this.model = new ModelMaP();
}
public static AxisAlignedBB getRotatedInstance(AxisAlignedBB def, int rotation)
{
 def = def.copy();
 def.offset(-0.25, -0.5, -0.25);
 switch (rotation) {
 case 2 : def = AxisAlignedBB.getBoundingBox(0.625F, 0F, 0.375F * -1, 0.875F, 0.1875F, 0.125F * -1);
 case 3 : def = AxisAlignedBB.getBoundingBox(0.375F * -1, 0F, 0.875F * -1, 0.125F * -1, 0.1875F, 0.625F * -1);
 case 1 : def = AxisAlignedBB.getBoundingBox(0.875F * -1, 0F, 0.125F, 0.625F * -1, 0.1875F, 0.375F);
 }
 def.offset(0.25, 0.5, 0.25); 
 return def;
}

public void renderAModelAt(TileEntityMaP EntityMaP, double x, double y, double z, float f){
	int metadata = EntityMaP.getBlockMetadata();
	int rotationAngle = 0;
	if(metadata%4 == 0){
		rotationAngle = 0;
	}
	if(metadata%4 == 1){
		rotationAngle = 270;
	}
	if(metadata%4 == 2){
		rotationAngle = 180;
	}
	if(metadata%4 == 3){
		rotationAngle = 90;
	}
	GL11.glPushMatrix();
	GL11.glTranslated((float) x + 0.5F,(float) y + 1.5F,(float) z + 0.5F);
	GL11.glScalef(1.0F, -1F, -1F);
	GL11.glRotatef(rotationAngle * 90, 0.0F, 1.0F, 0.0F);
		this.bindTexture(texture);
		this.model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
	GL11.glPopMatrix();
}

@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, 0.0F, 0.0F, 1.0F);

		this.bindTexture(texture);

		GL11.glPushMatrix();
			this.model.render((Entity)null, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
		GL11.glPopMatrix();	
	GL11.glPopMatrix();
}

}

Thing I love most in this forum, is that when you ask for help, moderators don't give you ready code, you have to figure it out yourself.

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