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src/main/java/com/hbm/render/model/ModelGasMask.java
129 строк
4 KB
ItsMakar
Refactor models, fix ModelArmorBase compatibility with SkinPort and Galacticraft
01 апр 2025, 13:06
01 апр 2025, 13:06
bfede6d
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// Date: 23.12.2015 23:32:22 // Template version 1.1 // Java generated by Techne // Keep in mind that you still need to fill in some blanks // - ZeuX package com.hbm.render.model; import org.lwjgl.opengl.GL11; import net.minecraft.client.model.ModelBiped; import net.minecraft.client.model.ModelRenderer; import net.minecraft.entity.Entity; import net.minecraft.entity.player.EntityPlayer; public class ModelGasMask extends ModelBiped { ModelRenderer mask; ModelRenderer Shape1; ModelRenderer Shape2; ModelRenderer Shape3; ModelRenderer Shape4; ModelRenderer Shape5; ModelRenderer Shape6; public ModelGasMask() { this.textureWidth = 64; this.textureHeight = 32; this.mask = new ModelRenderer(this, 0, 0); this.Shape1 = new ModelRenderer(this, 0, 0); this.Shape1.addBox(0F, 0F, 0F, 8, 8, 3); this.Shape1.setRotationPoint(0F - 4, 0F - 8 + 0.075F / 2, 0F - 4); this.Shape1.setTextureSize(64, 32); this.Shape1.mirror = true; setRotation(this.Shape1, 0F, 0F, 0F); convertToChild(this.mask, this.Shape1); this.Shape2 = new ModelRenderer(this, 22, 0); this.Shape2.addBox(0F, 0F, 0F, 2, 2, 1); this.Shape2.setRotationPoint(1F - 4, 3F - 8 + 0.075F / 2, -0.5333334F - 4); this.Shape2.setTextureSize(64, 32); this.Shape2.mirror = true; setRotation(this.Shape2, 0F, 0F, 0F); convertToChild(this.mask, this.Shape2); this.Shape3 = new ModelRenderer(this, 22, 0); this.Shape3.addBox(0F, 0F, 0F, 2, 2, 1); this.Shape3.setRotationPoint(5F - 4, 3F - 8 + 0.075F / 2, -0.5F - 4); this.Shape3.setTextureSize(64, 32); this.Shape3.mirror = true; setRotation(this.Shape3, 0F, 0F, 0F); convertToChild(this.mask, this.Shape3); this.Shape4 = new ModelRenderer(this, 0, 11); this.Shape4.addBox(0F, 0F, 0F, 2, 2, 2); this.Shape4.setRotationPoint(3F - 4, 5F - 8 + 0.075F / 2, 0F - 4); this.Shape4.setTextureSize(64, 32); this.Shape4.mirror = true; setRotation(this.Shape4, -0.7853982F, 0F, 0F); convertToChild(this.mask, this.Shape4); this.Shape5 = new ModelRenderer(this, 0, 15); this.Shape5.addBox(0F, 2F, -0.5F, 3, 4, 3); this.Shape5.setRotationPoint(2.5F - 4, 5F - 8 + 0.075F / 2, 0F - 4); this.Shape5.setTextureSize(64, 32); this.Shape5.mirror = true; setRotation(this.Shape5, -0.7853982F, 0F, 0F); convertToChild(this.mask, this.Shape5); this.Shape6 = new ModelRenderer(this, 0, 22); this.Shape6.addBox(0F, 0F, 0F, 8, 1, 5); this.Shape6.setRotationPoint(0F - 4, 3F - 8 + 0.075F / 2, 3F - 4); this.Shape6.setTextureSize(64, 32); this.Shape6.mirror = true; setRotation(this.Shape6, 0F, 0F, 0F); convertToChild(this.mask, this.Shape6); } @Override public void setRotationAngles(float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor, Entity entity) { if(entity instanceof EntityPlayer) { EntityPlayer player = (EntityPlayer) entity; this.isSneak = player.isSneaking(); } super.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entity); this.mask.rotationPointX = this.bipedHead.rotationPointX; this.mask.rotationPointY = this.bipedHead.rotationPointY; this.mask.rotateAngleY = this.bipedHead.rotateAngleY; this.mask.rotateAngleX = this.bipedHead.rotateAngleX; } @Override public void render(Entity entity, float limbSwing, float limbSwingAmount, float ageInTicks, float netHeadYaw, float headPitch, float scaleFactor) { this.setRotationAngles(limbSwing, limbSwingAmount, ageInTicks, netHeadYaw, headPitch, scaleFactor, entity); if(this.isChild) { float f6 = 2.0F; GL11.glPushMatrix(); GL11.glScalef(1.5F / f6, 1.5F / f6, 1.5F / f6); GL11.glTranslatef(0.0F, 16.0F * scaleFactor, 0.0F); } else { GL11.glPushMatrix(); GL11.glScalef(1.15F, 1.15F, 1.15F); } this.mask.render(scaleFactor); GL11.glPopMatrix(); } protected static void convertToChild(ModelRenderer parent, ModelRenderer child) { // move child rotation point to be relative to parent child.rotationPointX -= parent.rotationPointX; child.rotationPointY -= parent.rotationPointY; child.rotationPointZ -= parent.rotationPointZ; // make rotations relative to parent child.rotateAngleX -= parent.rotateAngleX; child.rotateAngleY -= parent.rotateAngleY; child.rotateAngleZ -= parent.rotateAngleZ; // create relationship parent.addChild(child); } private static void setRotation(ModelRenderer model, float x, float y, float z) { model.rotateAngleX = x; model.rotateAngleY = y; model.rotateAngleZ = z; } }