package de.ellpeck.actuallyadditions.common.misc.special; import de.ellpeck.actuallyadditions.common.util.AssetUtil; import de.ellpeck.actuallyadditions.common.util.StackUtil; import net.minecraft.client.Minecraft; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.entity.player.EntityPlayer; import net.minecraft.entity.player.EnumPlayerModelParts; import net.minecraft.item.ItemBlock; import net.minecraft.item.ItemStack; import net.minecraft.util.math.Vec3d; public class RenderSpecial { private final ItemStack theThingToRender; public RenderSpecial(ItemStack stack) { this.theThingToRender = stack; } public void render(EntityPlayer player, float partialTicks) { if (player.isInvisible() || !player.isWearing(EnumPlayerModelParts.CAPE) || player.isElytraFlying()) { return; } GlStateManager.pushMatrix(); Vec3d currentPos = Minecraft.getMinecraft().player.getPositionEyes(partialTicks); Vec3d playerPos = player.getPositionEyes(partialTicks); GlStateManager.translate(playerPos.x - currentPos.x, playerPos.y - currentPos.y, playerPos.z - currentPos.z); GlStateManager.translate(0D, 2.575D - (player.isSneaking() ? 0.125D : 0D), 0D); this.render(); GlStateManager.popMatrix(); } public void render() { if (StackUtil.isValid(this.theThingToRender)) { boolean isBlock = this.theThingToRender.getItem() instanceof ItemBlock; GlStateManager.pushMatrix(); if (isBlock) { GlStateManager.translate(0D, -0.1875D, 0D); } GlStateManager.rotate(180F, 1.0F, 0.0F, 1.0F); float size = isBlock ? 0.5F : 0.4F; GlStateManager.scale(size, size, size); //Make the floaty stuff look nice using sine waves \o/ -xdjackiexd //Peck edit: What do you mean by "nice" you jackass? >_> double boop = Minecraft.getSystemTime() / 1000D; GlStateManager.translate(0D, Math.sin(boop % (2 * Math.PI)) * 0.25, 0D); GlStateManager.rotate((float) (boop * 40D % 360), 0, 1, 0); GlStateManager.disableLighting(); GlStateManager.pushMatrix(); if (!isBlock) { GlStateManager.translate(0D, 0.5D, 0D); } GlStateManager.rotate(180F, 1F, 0F, 0F); AssetUtil.renderItemInWorld(this.theThingToRender); GlStateManager.popMatrix(); GlStateManager.enableLighting(); GlStateManager.popMatrix(); } } }