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Posted

I have a block with a Tile Entity that will show an item texture placed into that block (for instance a diamond sword). But when the sword is rendered is not rendered as i want (in this case it should look like a sword into a stone). I runned the game in debug mode to adjust this, but when i reload the world and place a new block the rendering is messed up. So, how can i render correctly the sword?

Here is my Tile Entity Render Class

package com.mineworld.tileentity.renderer.decorations;

import com.mineworld.blocks.decorations.BlockWeaponRack;
import com.mineworld.tileentity.decorations.TileEntityWeaponRack;

import net.minecraft.block.properties.PropertyDirection;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumFacing.Axis;

public class TileEntityWeaponRackRenderer extends TileEntitySpecialRenderer<TileEntityWeaponRack> {

EntityItem ITEM1 = new EntityItem(Minecraft.getMinecraft().theWorld, 0, 0, 0);

@Override
public void renderTileEntityAt(TileEntityWeaponRack te, double x, double y, double z, float partialTicks,
		int destroyStage) {
	super.renderTileEntityAt(te, x, y, z, partialTicks, destroyStage);

	Axis ax = Axis.X;

	PropertyDirection dir = (PropertyDirection) te.getBlockType().getBlockState()
			.getProperty(BlockWeaponRack.FACING.getName());

	if (dir != null) {
		ax = te.getWorld().getBlockState(te.getPos()).getValue(dir).getAxis();
	}

	if (te.render) {
		GlStateManager.pushMatrix();
		GlStateManager.translate(x, y, z);

		if (ax == Axis.Z) {
			GlStateManager.rotate(135F, 0, 0, 1);
			GlStateManager.translate(0, 0, 0.5);
			GlStateManager.translate(-0.1, 0, 0);
			GlStateManager.translate(0, -1.2, 0);
			GlStateManager.translate(0.2, -0.1, 0.1);	
		} else {
			GlStateManager.rotate(135F, 0, 1, 0);
			GlStateManager.rotate(135F, 0, 0, 1);
			GlStateManager.rotate(60F, 0, 1, 0);
			GlStateManager.translate(0.5, 0, 0);
			GlStateManager.translate(0.05, -0.5, 0.75);
		}
		ITEM1.setEntityItemStack(new ItemStack(te.item));
		Minecraft.getMinecraft().getRenderManager().doRenderEntity(ITEM1, 0, 0, 0, 0F, 0F, false);
		GlStateManager.popMatrix();
	}
}
}

And this is how it looks right now

T5KL5za.png

Don't blame me if i always ask for your help. I just want to learn to be better :)

Posted

Hi

 

It looks like you're on the right track, you just need to figure out the correct rotations of the sword so that it points down?

 

A technique I've found useful for this is to link the rotation to something in-game.

 

For example

GlStateManager.rotate(angle, 0, 0, 1);

 

where angle = (player.posX % 7.2) * 360.0/72.0

and System.out.println("angle:"+angle);

Then I look at the sword and strafe the player left<-->right until the appearance is correct.

Works well with player position, and also the stackcount of items placed in each slot of your inventory bar (eg a stack of 32 stone in the leftmost inventory slot).

 

-TGG

 

 

 

 

Posted

@Animefan8888

This is what it looks when i place 2 of them on the X axis

D8pcNgj.png

And this is what it looks wehn i place 2 of them on the Z axis

JOQIW8j.png

It looks like they rotate or something. I've also changed the code while making some test, here is the new one

package com.mineworld.tileentity.renderer.decorations;

import com.mineworld.blocks.decorations.BlockWeaponRack;
import com.mineworld.tileentity.decorations.TileEntityWeaponRack;

import net.minecraft.block.properties.PropertyDirection;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumFacing.Axis;

public class TileEntityWeaponRackRenderer extends TileEntitySpecialRenderer<TileEntityWeaponRack> {

EntityItem ITEM1 = new EntityItem(Minecraft.getMinecraft().theWorld, 0, 0, 0);

@Override
public void renderTileEntityAt(TileEntityWeaponRack te, double x, double y, double z, float partialTicks,
		int destroyStage) {
	super.renderTileEntityAt(te, x, y, z, partialTicks, destroyStage);

	Axis ax = Axis.X;

	PropertyDirection dir = (PropertyDirection) te.getBlockType().getBlockState()
			.getProperty(BlockWeaponRack.FACING.getName());

	if (dir != null) {
		ax = te.getWorld().getBlockState(te.getPos()).getValue(dir).getAxis();
	}

	if (te.render) {
		GlStateManager.pushMatrix();
		GlStateManager.translate(x, y, z);

		if (ax == Axis.Z) {
			GlStateManager.rotate(-135F, 0, 0, 1);
			GlStateManager.translate(0, 0, 0.5);
			GlStateManager.translate(-0.1, 0, 0);
			GlStateManager.translate(0, -1.2, 0);
			GlStateManager.translate(0.2, -0.1, 0.1);


		} else {
			GlStateManager.rotate(135F, 0, 1, 0);
			GlStateManager.rotate(135F, 0, 0, 1);
			GlStateManager.rotate(60F, 0, 1, 0);
			GlStateManager.translate(0.5, 0, 0);
			GlStateManager.translate(0.05, -0.5, 0.75);

		}
		ITEM1.setEntityItemStack(new ItemStack(te.item));
		Minecraft.getMinecraft().getRenderManager().doRenderEntity(ITEM1, 0, 0, 0, 0F, 0F, false);
		GlStateManager.popMatrix();
	}
}
}

 

@TheGreyGhost

I will try doing that, what i don't understand is how exactly the rotation and the translation works, since if i translate on the Z axis the object goes up or down too. But i'll see if i understand this by using your method and let you know :)

Don't blame me if i always ask for your help. I just want to learn to be better :)

Posted

@Kokkie i've to do this before the rotating/translating part or after?

So, i've done what TGG said, first time works "fine", i just need to translate the object but the rotation is good. But as i reload the world the object is messed up and it uses the exact same code

This is how it looks the first time

gEplRDH.png

And this is how it looks reloading the world

tCRkwOJ.png

As i said while reloading the world i didn't changed the code and this is why i don't understand why it changed

This is the rendering code i'm using now

package com.mineworld.tileentity.renderer.decorations;

import com.mineworld.blocks.decorations.BlockWeaponRack;
import com.mineworld.tileentity.decorations.TileEntityWeaponRack;

import net.minecraft.block.properties.PropertyDirection;
import net.minecraft.client.Minecraft;
import net.minecraft.client.renderer.GlStateManager;
import net.minecraft.client.renderer.tileentity.TileEntitySpecialRenderer;
import net.minecraft.entity.item.EntityItem;
import net.minecraft.item.ItemStack;
import net.minecraft.util.EnumFacing.Axis;

public class TileEntityWeaponRackRenderer extends TileEntitySpecialRenderer<TileEntityWeaponRack> {

EntityItem ITEM1 = new EntityItem(Minecraft.getMinecraft().theWorld, 0, 0, 0);

@Override
public void renderTileEntityAt(TileEntityWeaponRack te, double x, double y, double z, float partialTicks,
		int destroyStage) {
	super.renderTileEntityAt(te, x, y, z, partialTicks, destroyStage);

	Axis ax = Axis.X;

	PropertyDirection dir = (PropertyDirection) te.getBlockType().getBlockState()
			.getProperty(BlockWeaponRack.FACING.getName());

	if (dir != null) {
		ax = te.getWorld().getBlockState(te.getPos()).getValue(dir).getAxis();
	}

	if (te.render) {
		GlStateManager.pushMatrix();
		GlStateManager.translate(x, y, z);

		if (ax == Axis.Z) {
			GlStateManager.rotate(35.953893327090036F, 0, 0, 1);
			GlStateManager.rotate(20.12758483703185F, 1, 0, 0);

		} else {
			GlStateManager.rotate(135F, 0, 1, 0);
			GlStateManager.rotate(135F, 0, 0, 1);
			GlStateManager.rotate(60F, 0, 1, 0);
			GlStateManager.translate(0.5, 0, 0);
			GlStateManager.translate(0.05, -0.5, 0.75);

		}
		ITEM1.setEntityItemStack(new ItemStack(te.item));
		Minecraft.getMinecraft().getRenderManager().doRenderEntity(ITEM1, 0, 0, 0, 0F, 0F, false);
		GlStateManager.popMatrix();
	}
}
}

I've tested only on the Z axis using the TGG method to get that values

Don't blame me if i always ask for your help. I just want to learn to be better :)

Posted

Hi

 

Are you sure that the direction property is being reloaded correctly?  It sounds to me like you are not saving it properly, or it's being reloaded on the server but not transferred to the client.  You can test this by putting a System.out.println into your render code.

 

When you rotate an object, it rotates around the origin.  If the origin isn't in the middle of the object, the object will move (translate) as well as change its orientation.

 

So the steps are: translate the object so its desired centre of rotation is at the origin (normally for items, this is already in the centre).  Then rotate it.  Then translate it back to its origin position again.  This will change the orientation of the object without translating it.  You can then translate it to the desired position.

 

The trick is - with OpenGL sometimes you have to do it in reverse order, depending on the setup.  So try doing your translate calls before the rotate calls.  The same player.posX trick works well for getting the translate right as well, being able to vary it interactively really helps understand what the code is doing.

 

-TGG

 

Posted

Thanks for your help, by doing the ITEM1.hoverStart = 0 it seems that problem is solved. For the translate i do this before any rotation

GlStateManager.translate(x, y, z);

And then rotate and re-position, but i guess i'll try again using the playerPos to see where exactly translate the object :)

I really appreciate you help, thank you for helped me :)

Don't blame me if i always ask for your help. I just want to learn to be better :)

Posted

YAY! Now the model works as intended, but i have one little question. How can i render the custom name of the sword that is placed? I already looked at how ItemFrame does but that doesn't work very well in this case (i can see the name from a larger distance)

Don't blame me if i always ask for your help. I just want to learn to be better :)

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