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package li.cil.oc.api.event;
import cpw.mods.fml.common.eventhandler.Cancelable;
import li.cil.oc.api.internal.Agent;
import org.lwjgl.util.vector.Vector3f;
import org.lwjgl.util.vector.Vector4f;
/**
* Fired directly before the robot's chassis is rendered.
* <p/>
* If this event is canceled, the chassis will <em>not</em> be rendered.
* Component items' item renderers will still be invoked, at the possibly
* modified mount points.
* <p/>
* <em>Important</em>: the robot instance may be null in this event, in
* case the render pass is for rendering the robot in an inventory.
*/
@Cancelable
public class RobotRenderEvent extends RobotEvent {
/**
* Points on the robot at which component models may be rendered.
* <p/>
* By convention, components should be rendered in order of their slots,
* meaning that some components may not be rendered at all, if there are
* not enough mount points.
* <p/>
* The equipped tool is rendered at a fixed position, this list does not
* contain a mount point for it.
*/
public final MountPoint[] mountPoints;
public RobotRenderEvent(Agent agent, MountPoint[] mountPoints) {
super(agent);
this.mountPoints = mountPoints;
}
/**
* Describes points on the robot model at which components are "mounted",
* i.e. where component models may be rendered.
*/
public static class MountPoint {
/**
* The position of the mount point, relative to the robot's center.
* For the purposes of this offset, the robot is always facing south,
* i.e. the positive Z axis is 'forward'.
* <p/>
* Note that the rotation is applied <em>before</em> the translation.
*/
public final Vector3f offset = new Vector3f(0, 0, 0);
/**
* The orientation of the mount point specified by the angle and the
* vector to rotate around. The rotation is applied in one
* GL11.glRotate() call. Note that the <tt>W</tt> component of the
* vector is the rotation.
* <p/>
* Note that the rotation is applied <em>before</em> the translation.
*/
public final Vector4f rotation = new Vector4f(0, 0, 0, 0);
}
}