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@marchermans
Created June 23, 2014 12:51
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Model not rendering
package com.Orion.OrionsBelt.Client.Models;
/*
* CustomArmorModel
* Created by: Orion
* Created on: 23-6-2014
*/
import net.minecraft.client.model.ModelBiped;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;
import net.minecraft.util.MathHelper;
import org.lwjgl.opengl.GL11;
public class CustomArmorModel extends ModelBiped
{
//Fields added to add custom armor parts on the body, removes the need of multiple texture files.
public ModelRenderer bipedRightFoot;
public ModelRenderer bipedLeftFoot;
public ModelRenderer bipedWaist;
public CustomArmorModel()
{
this(0.0F);
}
public CustomArmorModel(float pScale)
{
this(pScale, 0.0F, 64, 64);
}
public CustomArmorModel(float pScale, float pYOffSet, int pTextureSizeX, int pTextureSizeY)
{
super(pScale, pYOffSet, pTextureSizeX, pTextureSizeY);
//Setting the texture size.
this.textureWidth = pTextureSizeX;
this.textureHeight = pTextureSizeY;
//Setting the individial renderboxes of the model:
/* These are part of the vanilla model but are not represented on the texture sheet anymore.
* Leaving them out for now!
* TODO: Find a way to implement these properly
//-> Cloak
this.bipedCloak = new ModelRenderer(this, 0, 0);
this.bipedCloak.addBox(-5.0F, 0.0F, -1.0F, 10, 16, 1, pScale);
//-> Ears
this.bipedEars = new ModelRenderer(this, 24, 0);
this.bipedEars.addBox(-3.0F, -6.0F, -1.0F, 6, 6, 1, pScale);
*/
//-> Head
bipedHead = new ModelRenderer(this, 0, 0);
bipedHead.addBox(-4F, -8F, -4F, 8, 8, 8, pScale);
bipedHead.setRotationPoint(0F, 0F, 0F);
bipedHead.setTextureSize(pTextureSizeX, pTextureSizeY);
bipedHead.mirror = true;
/* The following part is not needed as this is a ARMOR model. There is no need to render the hair.
* But for completeness and comparability to the original I will leave it hear, maybe i can use it for something else.
//-> HeadWear (Hair in you skin etc)
this.bipedHeadwear = new ModelRenderer(this, 32, 0);
this.bipedHeadwear.addBox(-4.0F, -8.0F, -4.0F, 8, 8, 8, pScale + 0.5F);
this.bipedHeadwear.setRotationPoint(0.0F, 0.0F + pYOffSet, 0.0F);
*/
//-> Body
bipedBody = new ModelRenderer(this, 0, 16);
bipedBody.addBox(-4F, 0F, -2F, 8, 12, 4, pScale);
bipedBody.setRotationPoint(0F, 0F, 0F);
bipedBody.setTextureSize(pTextureSizeX, pTextureSizeY);
bipedBody.mirror = true;
//-> Right arm
bipedRightArm = new ModelRenderer(this, 32, 16);
bipedRightArm.addBox(-3F, -2F, -2F, 4, 12, 4, pScale);
bipedRightArm.setRotationPoint(-5F, 2F, 0F);
bipedRightArm.setTextureSize(pTextureSizeX, pTextureSizeY);
bipedRightArm.mirror = true;
//-> Left arm
bipedLeftArm = new ModelRenderer(this, 32, 0);
bipedLeftArm.addBox(-1F, -2F, -2F, 4, 12, 4, pScale);
bipedLeftArm.setRotationPoint(5F, 2F, 0F);
bipedLeftArm.setTextureSize(pTextureSizeX, pTextureSizeY);
bipedLeftArm.mirror = true;
//-> Right leg
bipedRightLeg = new ModelRenderer(this, 0, 32);
bipedRightLeg.addBox(-2F, 0F, -2F, 4, 8, 4, pScale);
bipedRightLeg.setRotationPoint(-2F, 12F, 0F);
bipedRightLeg.setTextureSize(pTextureSizeX, pTextureSizeY);
bipedRightLeg.mirror = true;
//-> Left leg
bipedLeftLeg = new ModelRenderer(this, 16, 32);
bipedLeftLeg.addBox(-2F, 0F, -2F, 4, 8, 4, pScale);
bipedLeftLeg.setRotationPoint(2F, 12F, 0F);
bipedLeftLeg.setTextureSize(pTextureSizeX, pTextureSizeY);
bipedLeftLeg.mirror = true;
//Now the initialisation of the custom armor parts:
//-> Right foot
bipedRightFoot = new ModelRenderer(this, 0, 52);
bipedRightFoot.addBox(-2F, 8F, -2F, 4, 5, 4, pScale);
bipedRightFoot.setRotationPoint(-2F, 11F, 0F);
bipedRightFoot.setTextureSize(pTextureSizeX, pTextureSizeY);
bipedRightFoot.mirror = true;
//-> Left foot
bipedLeftFoot = new ModelRenderer(this, 16, 52);
bipedLeftFoot.addBox(-2F, 8F, -2F, 4, 5, 4, pScale);
bipedLeftFoot.setRotationPoint(2F, 11F, 0F);
bipedLeftFoot.setTextureSize(pTextureSizeX, pTextureSizeY);
bipedLeftFoot.mirror = true;
//-> Waist
bipedWaist = new ModelRenderer(this, 0, 44);
bipedWaist.addBox(-4F, 8F, -2F, 8, 4, 4, pScale);
bipedWaist.setRotationPoint(0F, 0F, 0F);
bipedWaist.setTextureSize(pTextureSizeX, pTextureSizeY);
bipedWaist.mirror = true;
}
//There are a lot of unknown parameter here. I copied the behaviour of the vanilla renderer.
//TODO: Figure out what there parameters are.
@Override
public void render(Entity pEntity, float par2, float par3, float par4, float pYOffSet, float pRotationPitch, float par7)
{
this.setRotationAngles(par2, par3, par4, pYOffSet, pRotationPitch, par7, pEntity);
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 * par7, 0.0F);
this.bipedHead.render(par7);
GL11.glPopMatrix();
GL11.glPushMatrix();
GL11.glScalef(1.0F / f6, 1.0F / f6, 1.0F / f6);
GL11.glTranslatef(0.0F, 24.0F * par7, 0.0F);
this.bipedBody.render(par7);
this.bipedWaist.render(par7);
this.bipedRightArm.render(par7);
this.bipedLeftArm.render(par7);
this.bipedRightLeg.render(par7);
this.bipedRightFoot.render(par7);
this.bipedLeftFoot.render(par7);
this.bipedLeftLeg.render(par7);
// Not needed!
// this.bipedHeadwear.render(par7);
GL11.glPopMatrix();
}
else
{
//GL11.glPushMatrix();
//GL11.glScalef(1F, 1F, 1F);
this.bipedHead.render(par7);
this.bipedBody.render(par7);
this.bipedWaist.render(par7);
this.bipedRightArm.render(par7);
this.bipedLeftArm.render(par7);
this.bipedRightLeg.render(par7);
this.bipedRightFoot.render(par7);
this.bipedLeftFoot.render(par7);
this.bipedLeftLeg.render(par7);
// Not needed!
// this.bipedHeadwear.render(par7);
//GL11.glPopMatrix();
}
}
/**Vanilla modified function to allow the new parts to be turned respectivly to there counterparts
* A lot of unknown parameters in here
* TODO: Figure out what the parameters are
*
* Vanilla commentary:
* Sets the model's various rotation angles. For bipeds, par1 and par2 are used for animating the movement of arms
* and legs, where par1 represents the time(so that arms and legs swing back and forth) and par2 represents how
* "far" arms and legs can swing at most.
*/
@Override
public void setRotationAngles(float par1, float par2, float par3, float par4, float par5, float par6, Entity par7Entity)
{
this.bipedHead.rotateAngleY = par4 / (180F / (float)Math.PI);
this.bipedHead.rotateAngleX = par5 / (180F / (float)Math.PI);
//Not needed!
//this.bipedHeadwear.rotateAngleY = this.bipedHead.rotateAngleY;
//this.bipedHeadwear.rotateAngleX = this.bipedHead.rotateAngleX;
this.bipedRightArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float) Math.PI) * 2.0F * par2 * 0.5F;
this.bipedLeftArm.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 2.0F * par2 * 0.5F;
this.bipedRightArm.rotateAngleZ = 0.0F;
this.bipedLeftArm.rotateAngleZ = 0.0F;
this.bipedRightLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F) * 1.4F * par2;
this.bipedLeftLeg.rotateAngleX = MathHelper.cos(par1 * 0.6662F + (float)Math.PI) * 1.4F * par2;
this.bipedRightLeg.rotateAngleY = 0.0F;
this.bipedLeftLeg.rotateAngleY = 0.0F;
if (this.isRiding)
{
this.bipedRightArm.rotateAngleX += -((float)Math.PI / 5F);
this.bipedLeftArm.rotateAngleX += -((float)Math.PI / 5F);
this.bipedRightLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
this.bipedLeftLeg.rotateAngleX = -((float)Math.PI * 2F / 5F);
this.bipedRightLeg.rotateAngleY = ((float)Math.PI / 10F);
this.bipedLeftLeg.rotateAngleY = -((float)Math.PI / 10F);
}
if (this.heldItemLeft != 0)
{
this.bipedLeftArm.rotateAngleX = this.bipedLeftArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemLeft;
}
if (this.heldItemRight != 0)
{
this.bipedRightArm.rotateAngleX = this.bipedRightArm.rotateAngleX * 0.5F - ((float)Math.PI / 10F) * (float)this.heldItemRight;
}
this.bipedRightArm.rotateAngleY = 0.0F;
this.bipedLeftArm.rotateAngleY = 0.0F;
float f6;
float f7;
if (this.onGround > -9990.0F)
{
f6 = this.onGround;
this.bipedBody.rotateAngleY = MathHelper.sin(MathHelper.sqrt_float(f6) * (float)Math.PI * 2.0F) * 0.2F;
this.bipedRightArm.rotationPointZ = MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
this.bipedRightArm.rotationPointX = -MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
this.bipedLeftArm.rotationPointZ = -MathHelper.sin(this.bipedBody.rotateAngleY) * 5.0F;
this.bipedLeftArm.rotationPointX = MathHelper.cos(this.bipedBody.rotateAngleY) * 5.0F;
this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY;
this.bipedLeftArm.rotateAngleY += this.bipedBody.rotateAngleY;
this.bipedLeftArm.rotateAngleX += this.bipedBody.rotateAngleY;
f6 = 1.0F - this.onGround;
f6 *= f6;
f6 *= f6;
f6 = 1.0F - f6;
f7 = MathHelper.sin(f6 * (float)Math.PI);
float f8 = MathHelper.sin(this.onGround * (float)Math.PI) * -(this.bipedHead.rotateAngleX - 0.7F) * 0.75F;
this.bipedRightArm.rotateAngleX = (float)((double)this.bipedRightArm.rotateAngleX - ((double)f7 * 1.2D + (double)f8));
this.bipedRightArm.rotateAngleY += this.bipedBody.rotateAngleY * 2.0F;
this.bipedRightArm.rotateAngleZ = MathHelper.sin(this.onGround * (float)Math.PI) * -0.4F;
}
if (this.isSneak)
{
this.bipedBody.rotateAngleX = 0.5F;
this.bipedRightArm.rotateAngleX += 0.4F;
this.bipedLeftArm.rotateAngleX += 0.4F;
this.bipedRightLeg.rotationPointZ = 4.0F;
this.bipedLeftLeg.rotationPointZ = 4.0F;
this.bipedRightLeg.rotationPointY = 9.0F;
this.bipedLeftLeg.rotationPointY = 9.0F;
this.bipedHead.rotationPointY = 1.0F;
this.bipedHeadwear.rotationPointY = 1.0F;
}
else
{
this.bipedBody.rotateAngleX = 0.0F;
this.bipedRightLeg.rotationPointZ = 0.1F;
this.bipedLeftLeg.rotationPointZ = 0.1F;
this.bipedRightLeg.rotationPointY = 12.0F;
this.bipedLeftLeg.rotationPointY = 12.0F;
this.bipedHead.rotationPointY = 0.0F;
this.bipedHeadwear.rotationPointY = 0.0F;
}
this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
if (this.aimedBow)
{
f6 = 0.0F;
f7 = 0.0F;
this.bipedRightArm.rotateAngleZ = 0.0F;
this.bipedLeftArm.rotateAngleZ = 0.0F;
this.bipedRightArm.rotateAngleY = -(0.1F - f6 * 0.6F) + this.bipedHead.rotateAngleY;
this.bipedLeftArm.rotateAngleY = 0.1F - f6 * 0.6F + this.bipedHead.rotateAngleY + 0.4F;
this.bipedRightArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
this.bipedLeftArm.rotateAngleX = -((float)Math.PI / 2F) + this.bipedHead.rotateAngleX;
this.bipedRightArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F;
this.bipedLeftArm.rotateAngleX -= f6 * 1.2F - f7 * 0.4F;
this.bipedRightArm.rotateAngleZ += MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
this.bipedLeftArm.rotateAngleZ -= MathHelper.cos(par3 * 0.09F) * 0.05F + 0.05F;
this.bipedRightArm.rotateAngleX += MathHelper.sin(par3 * 0.067F) * 0.05F;
this.bipedLeftArm.rotateAngleX -= MathHelper.sin(par3 * 0.067F) * 0.05F;
}
//To copy the behaviour from the corresponding body parts they belong to, the new parts are set at the end.
// Waist -> Body
this.bipedWaist.rotateAngleX = this.bipedBody.rotateAngleX;
this.bipedWaist.rotateAngleY = this.bipedBody.rotateAngleY;
this.bipedWaist.rotateAngleZ = this.bipedBody.rotateAngleZ;
//Right foot -> Right leg
this.bipedRightFoot.rotateAngleX = this.bipedRightLeg.rotateAngleX;
this.bipedRightFoot.rotateAngleY = this.bipedRightLeg.rotateAngleY;
this.bipedRightFoot.rotateAngleZ = this.bipedRightLeg.rotateAngleZ;
//Left foot -> Left leg
this.bipedLeftFoot.rotateAngleX = this.bipedLeftLeg.rotateAngleX;
this.bipedLeftFoot.rotateAngleY = this.bipedLeftLeg.rotateAngleY;
this.bipedLeftFoot.rotateAngleZ = this.bipedLeftLeg.rotateAngleZ;
}
}
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