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public RenderUModel() {
model1 = new ModelHand();
}
package test;
import net.minecraft.client.model.ModelBase;
import net.minecraft.client.model.ModelRenderer;
import net.minecraft.entity.Entity;
public class ModelHand extends ModelBase
{
//fields
ModelRenderer rightarm;
ModelRenderer leftarm;
public ModelHand()
{
textureWidth = 64;
textureHeight = 32;
rightarm = new ModelRenderer(this, 40, 16);
rightarm.addBox(-3F, -2F, -2F, 4, 12, 4);
rightarm.setRotationPoint(-5F, 2F, 0F);
rightarm.setTextureSize(64, 32);
rightarm.mirror = true;
setRotation(rightarm, 0F, 0F, 0F);
leftarm = new ModelRenderer(this, 40, 16);
leftarm.addBox(-1F, -2F, -2F, 4, 12, 4);
leftarm.setRotationPoint(5F, 2F, 0F);
leftarm.setTextureSize(64, 32);
leftarm.mirror = true;
setRotation(leftarm, 0F, 0F, 0F);
}
public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5)
{
super.render(entity, f, f1, f2, f3, f4, f5);
setRotationAngles(f, f1, f2, f3, f4, f5, entity);
rightarm.render(f5);
leftarm.render(f5);
}
private void setRotation(ModelRenderer model, float x, float y, float z)
{
model.rotateAngleX = x;
model.rotateAngleY = y;
model.rotateAngleZ = z;
}
public void setRotationAngles(float f, float f1, float f2, float f3, float f4, float f5, Entity entity)
{
super.setRotationAngles(f, f1, f2, f3, f4, f5, entity);
}
public void render_left() {
float f5 = 0.0625F;
leftarm.render(f5);
}
public void render_right() {
float f5 = 0.0625F;
rightarm.render(f5);
}
}
private static ModelHand model1;
public void renderItem(ItemRenderType type, ItemStack is, Object ... data) {
GL11.glPushMatrix();
GL11.glEnable(3042);
GL11.glBlendFunc(770, 771);
GL11.glTranslatef(-0.7F, 1.25F, 0.7F);
GL11.glRotatef(132.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(0.0F, 0.0F, 1.0F, 0.0F);
GL11.glScaled(0.03D, 0.03D, 0.03D);
Minecraft.getMinecraft().renderEngine.bindTexture(tex);
/*if(Mouse.isButtonDown(1)){
GL11.glTranslatef(23F, 0F, -7F);
GL11.glRotatef(3.0F, 0.0F, 1.0F, 0.0F);
}*/
if(Minecraft.getMinecraft().thePlayer.isSprinting()) {
GL11.glScaled(1D, 1D, 1D);
GL11.glRotatef(80.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotated(0, 1, 1, 0);
GL11.glTranslated(-5, 1, -5);
}
model.renderAll();
GL11.glDisable(3042);
GL11.glPopMatrix();
if(type == ItemRenderType.EQUIPPED_FIRST_PERSON) {
GL11.glPushMatrix();
/*
if(Mouse.isButtonDown(1)){
GL11.glTranslatef(-0.6F, 0F, -0.45F);
GL11.glRotatef(0.0F, 0.0F, 0.0F, 0.0F);
}
*/
if(Minecraft.getMinecraft().thePlayer.isSprinting()) {
GL11.glScaled(1D, 1D, 1D);
GL11.glTranslatef(-1.1F, 0F, -0.15F);
GL11.glRotatef(80.0F, 0.0F, 1.0F, 0.0F);
}
GL11.glTranslatef(0.1F, 1.55F, -0.1F);
GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
GL11.glRotatef(-130.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(90.0F, 1.0F, 0.0F, 0.0F);
GL11.glTranslatef(-0.35F, -2.1F, -0.3F);
GL11.glScaled(1.3D, 1.4D, 1.0D);
Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("textures/entity/steve.png"));
model1.render_left();
GL11.glPopMatrix();
GL11.glPushMatrix();
/*
if(Mouse.isButtonDown(1)){
GL11.glTranslatef(-0.6F, 0F, -0.45F);
GL11.glRotatef(0.0F, 0.0F, 0.0F, 0.0F);
}
*/
if(Minecraft.getMinecraft().thePlayer.isSprinting()) {
GL11.glScaled(1D, 1D, 1D);
GL11.glTranslatef(-1.0F, 0F, -0.2F);
GL11.glRotatef(50.0F, 0.0F, 1.0F, 0.0F);
}
GL11.glTranslatef(0.3F, 1.4F, -0.3F);
GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
GL11.glRotatef(-100.0F, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(95.0F, 1.0F, 0.0F, 0.0F);
GL11.glTranslatef(0.9F, -2.55F, -0.15F);
GL11.glScaled(1.4D, 3.0D, 1.4D);
Minecraft.getMinecraft().renderEngine.bindTexture(new ResourceLocation("textures/entity/steve.png"));
model1.render_right();
GL11.glPopMatrix();
}
}
}
If'ы вместо switch-case'ов - это, по-твоему, главное, к чему в этих строках можно придраться?Dovakin написал(а):P.S.Используй switch-case блоки