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Java TexturedQuad类代码示例

本文整理汇总了Java中net.minecraft.client.model.TexturedQuad的典型用法代码示例。如果您正苦于以下问题:Java TexturedQuad类的具体用法?Java TexturedQuad怎么用?Java TexturedQuad使用的例子?那么, 这里精选的类代码示例或许可以为您提供帮助。


TexturedQuad类属于net.minecraft.client.model包,在下文中一共展示了TexturedQuad类的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Java代码示例。

示例1: render

import net.minecraft.client.model.TexturedQuad; //导入依赖的package包/类
@Override
public void render(@Nonnull BufferBuilder buffer, float par2) {
    TexturedQuad[] var3 = this.quadList;
    for (TexturedQuad var6 : var3) {
        var6.draw(buffer, par2);
    }

}
 
开发者ID:MineLittlePony,项目名称:MineLittlePony,代码行数:9,代码来源:ModelHornGlow.java

示例2: ModelTopBox

import net.minecraft.client.model.TexturedQuad; //导入依赖的package包/类
public ModelTopBox(ModelRenderer p_i1171_1_, int p_i1171_2_, int p_i1171_3_, float p_i1171_4_, float p_i1171_5_,
		float p_i1171_6_, float p_i1171_7_, float p_i1171_8_, float p_i1171_9_, float p_i1171_10_) {
	super(p_i1171_1_, p_i1171_2_, p_i1171_3_, p_i1171_4_, p_i1171_5_, p_i1171_6_, (int) p_i1171_7_, (int) p_i1171_8_, (int) p_i1171_9_,
			p_i1171_10_);

	try{
		Field field = ModelBox.class.getDeclaredField("quadList");
		quads = (TexturedQuad[]) field.get(this);
	}
	catch(Throwable th){
		th.printStackTrace();
	}
}
 
开发者ID:UnderMybrella,项目名称:Minegate,代码行数:14,代码来源:ModelTopBox.java

示例3: ModelHornGlow

import net.minecraft.client.model.TexturedQuad; //导入依赖的package包/类
public ModelHornGlow(HornGlowRenderer par1ModelRenderer, int par2, int par3, float par4, float par5, float par6, int par7, int par8, int par9, float par10) {
    super(par1ModelRenderer, par2, par3, par4, par5, par6, par7, par8, par9, par10);

    this.quadList = new TexturedQuad[6];
    float var11 = par4 + par7;
    float var12 = par5 + par8;
    float var13 = par6 + par9;
    float halfpar4 = par4 + par7 * 0.05F;
    float halfpar6 = par6 + par9 * 0.05F;
    float halfvar11 = par4 + par7 * 0.95F;
    float halfvar13 = par6 + par9 * 0.95F;
    par4 -= par10;
    par5 -= par10;
    par6 -= par10;
    var11 += par10;
    var12 += par10;
    var13 += par10;
    if (par1ModelRenderer.mirror) {
        float var26 = var11;
        var11 = par4;
        par4 = var26;
    }

    PositionTextureVertex var32 = new PositionTextureVertex(halfpar4, par5, halfpar6, 0.0F, 0.0F);
    PositionTextureVertex var15 = new PositionTextureVertex(halfvar11, par5, halfpar6, 0.0F, 8.0F);
    PositionTextureVertex var16 = new PositionTextureVertex(var11, var12, par6, 8.0F, 8.0F);
    PositionTextureVertex var17 = new PositionTextureVertex(par4, var12, par6, 8.0F, 0.0F);
    PositionTextureVertex var18 = new PositionTextureVertex(halfpar4, par5, halfvar13, 0.0F, 0.0F);
    PositionTextureVertex var19 = new PositionTextureVertex(halfvar11, par5, halfvar13, 0.0F, 8.0F);
    PositionTextureVertex var20 = new PositionTextureVertex(var11, var12, var13, 8.0F, 8.0F);
    PositionTextureVertex var21 = new PositionTextureVertex(par4, var12, var13, 8.0F, 0.0F);

    this.quadList[0] = new TexturedQuad(new PositionTextureVertex[]{var19, var15, var16, var20},
            par2 + par9 + par7, par3 + par9, par2 + par9 + par7 + par9, par3 + par9 + par8,
            par1ModelRenderer.textureWidth, par1ModelRenderer.textureHeight);
    this.quadList[1] = new TexturedQuad(new PositionTextureVertex[]{var32, var18, var21, var17}, par2,
            par3 + par9, par2 + par9, par3 + par9 + par8, par1ModelRenderer.textureWidth,
            par1ModelRenderer.textureHeight);
    this.quadList[2] = new TexturedQuad(new PositionTextureVertex[]{var19, var18, var32, var15}, par2 + par9,
            par3, par2 + par9 + par7, par3 + par9, par1ModelRenderer.textureWidth, par1ModelRenderer.textureHeight);
    this.quadList[3] = new TexturedQuad(new PositionTextureVertex[]{var16, var17, var21, var20},
            par2 + par9 + par7, par3 + par9, par2 + par9 + par7 + par7, par3, par1ModelRenderer.textureWidth,
            par1ModelRenderer.textureHeight);
    this.quadList[4] = new TexturedQuad(new PositionTextureVertex[]{var15, var32, var17, var16}, par2 + par9,
            par3 + par9, par2 + par9 + par7, par3 + par9 + par8, par1ModelRenderer.textureWidth,
            par1ModelRenderer.textureHeight);
    this.quadList[5] = new TexturedQuad(new PositionTextureVertex[]{var18, var19, var20, var21},
            par2 + par9 + par7 + par9, par3 + par9, par2 + par9 + par7 + par9 + par7, par3 + par9 + par8,
            par1ModelRenderer.textureWidth, par1ModelRenderer.textureHeight);
    if (par1ModelRenderer.mirror) {
        TexturedQuad[] var22 = this.quadList;

        for (TexturedQuad var25 : var22) {
            var25.flipFace();
        }
    }

}
 
开发者ID:MineLittlePony,项目名称:MineLittlePony,代码行数:59,代码来源:ModelHornGlow.java

示例4: addTexturedQuads

import net.minecraft.client.model.TexturedQuad; //导入依赖的package包/类
public void addTexturedQuads(Matrix4f positionTransform, Matrix3f textureTransform, Collection<TexturedQuad> texturedQuads) {
    if (texturedQuads != null && texturedQuads.size() > 0) {
        allTexturedQuads.add(new FutureQuad<>(texturedQuads, positionTransform, textureTransform));
    }
}
 
开发者ID:AtomicBlom,项目名称:ShearMadness,代码行数:6,代码来源:EntityMesh.java

示例5: render

import net.minecraft.client.model.TexturedQuad; //导入依赖的package包/类
@SuppressWarnings("ObjectAllocationInLoop")
@Override
@SideOnly(Side.CLIENT)
public void render(VertexBuffer renderer, float scale)
{
    if (quadList == null)
    {
        final List<TexturedQuad> outputQuads = Lists.newArrayList();

        for (final FutureQuad<TexturedQuad> texturedQuads : allTexturedQuads) {
            for (final TexturedQuad texturedQuad : texturedQuads.quads) {
                final PositionTextureVertex[] newPositions = new PositionTextureVertex[4];
                for (int i = 0; i < texturedQuad.vertexPositions.length; i++)
                {
                    final PositionTextureVertex vertexPosition = texturedQuad.vertexPositions[i];
                    @SuppressWarnings("NumericCastThatLosesPrecision")
                    final Vector4f position = new Vector4f((float) vertexPosition.vector3D.xCoord,
                            (float) vertexPosition.vector3D.yCoord,
                            (float) vertexPosition.vector3D.zCoord, 1);

                    final Vector3f textureCoords = new Vector3f(
                            vertexPosition.texturePositionX,
                            vertexPosition.texturePositionY,
                            1);

                    final Vector4f transformedPosition = Matrix4f.transform(texturedQuads.positionTransform, position, null);
                    final Vector3f transformedTexture = Matrix3f.transform(texturedQuads.textureTransform, textureCoords, null);

                    newPositions[i] = new PositionTextureVertex(
                            transformedPosition.getX(),
                            transformedPosition.getY(),
                            transformedPosition.getZ(),
                            transformedTexture.getX(),
                            transformedTexture.getY()
                    );
                }

                outputQuads.add(new TexturedQuad(newPositions));
            }

        }

        for (final FutureQuad<BakedQuad> bakedQuads : allBakedQuads)
        {
            for (final BakedQuad bakedQuad : bakedQuads.quads) {
                try {
                    final VertexConsumer consumer = new VertexConsumer(bakedQuad.getFormat(), bakedQuads.positionTransform, bakedQuads.textureTransform);
                    bakedQuad.pipe(consumer);
                    outputQuads.add(consumer.getOutputQuad());
                } catch (Exception e) {
                    if (!errored) {
                        LogManager.getLogger("ShearMadnessAPI").log(Level.ERROR, "Error creating chiseled model", e);
                    }
                    errored = true;
                }
            }
        }

        quadList = new TexturedQuad[outputQuads.size()];
        quadList = outputQuads.toArray(quadList);
    }

    for (final TexturedQuad texturedquad : quadList)
    {
        texturedquad.draw(renderer, scale);
    }
}
 
开发者ID:AtomicBlom,项目名称:ShearMadness,代码行数:68,代码来源:EntityMesh.java

示例6: getOutputQuad

import net.minecraft.client.model.TexturedQuad; //导入依赖的package包/类
TexturedQuad getOutputQuad()
{
    return new TexturedQuad(vertices);
}
 
开发者ID:AtomicBlom,项目名称:ShearMadness,代码行数:5,代码来源:VertexConsumer.java

示例7: setVertex

import net.minecraft.client.model.TexturedQuad; //导入依赖的package包/类
/**
 * Set the vertices of the box ! A
 * {@link #setTexture(ModelRenderer, int[][]) setTexture()} is necessary
 * after that.<br>
 *
 * Order of the vertices:<br>
 * vertices[0] = (0, 0, 0) (bloc's origin)<br>
 * vertices[1] = (x, 0, 0)<br>
 * vertices[2] = (x, y, 0)<br>
 * vertices[3] = (0, y, 0)<br>
 * vertices[4] = (0, 0, z)<br>
 * vertices[5] = (x, 0, z)<br>
 * vertices[6] = (x, y, z) (bloc's end)<br>
 * vertices[7] = (0, y, z)<br>
 *
 * @param positionTextureVertex
 *            The 8 vertices that will replace the old ones.
 */
public void setVertex(PositionTextureVertex positionTextureVertex[]) {
    if (positionTextureVertex.length == 8) {
        this.quadList[0] = new TexturedQuad(new PositionTextureVertex[] { positionTextureVertex[5], positionTextureVertex[1],
                positionTextureVertex[2], positionTextureVertex[6] });
        this.quadList[1] = new TexturedQuad(new PositionTextureVertex[] { positionTextureVertex[0], positionTextureVertex[4],
                positionTextureVertex[7], positionTextureVertex[3] });
        this.quadList[2] = new TexturedQuad(new PositionTextureVertex[] { positionTextureVertex[5], positionTextureVertex[4],
                positionTextureVertex[0], positionTextureVertex[1] });
        this.quadList[3] = new TexturedQuad(new PositionTextureVertex[] { positionTextureVertex[2], positionTextureVertex[3],
                positionTextureVertex[7], positionTextureVertex[6] });
        this.quadList[4] = new TexturedQuad(new PositionTextureVertex[] { positionTextureVertex[1], positionTextureVertex[0],
                positionTextureVertex[3], positionTextureVertex[2] });
        this.quadList[5] = new TexturedQuad(new PositionTextureVertex[] { positionTextureVertex[4], positionTextureVertex[5],
                positionTextureVertex[6], positionTextureVertex[7] });
    }
}
 
开发者ID:Leviathan-Studio,项目名称:CraftStudioAPI,代码行数:35,代码来源:CSModelBox.java

示例8: getModelOffset

import net.minecraft.client.model.TexturedQuad; //导入依赖的package包/类
/**
 * Get texture offset of the model based on its box
 */
private int[] getModelOffset(ModelBox box, ModelRenderer renderer, ModelBase model)
{
    TextureOffset offset = model.getTextureOffset(box.boxName);

    if (offset != null)
    {
        return new int[] {offset.textureOffsetX, offset.textureOffsetY};
    }

    int[] zero = new int[] {0, 0};

    Field field = this.getFieldByType(TexturedQuad[].class, ModelBox.class);
    TexturedQuad[] quads;

    field.setAccessible(true);

    try
    {
        quads = (TexturedQuad[]) field.get(box);
    }
    catch (Exception e)
    {
        e.printStackTrace();

        return zero;
    }

    /* Getting the minimum */
    float minX = 1.0F;
    float minY = 1.0F;

    for (TexturedQuad quad : quads)
    {
        for (PositionTextureVertex vertex : quad.vertexPositions)
        {
            minX = Math.min(vertex.texturePositionX, minX);
            minY = Math.min(vertex.texturePositionY, minY);
        }
    }

    minX *= renderer.textureWidth;
    minY *= renderer.textureHeight;

    return new int[] {(int) minX, (int) minY};
}
 
开发者ID:mchorse,项目名称:blockbuster,代码行数:49,代码来源:ModelExporter.java

示例9: MCAModelBox

import net.minecraft.client.model.TexturedQuad; //导入依赖的package包/类
public MCAModelBox(ModelRenderer par1ModelRenderer, int textureX, int textureY, float posX, float posY, float posZ, int sizeX, int sizeY, int sizeZ, float scaleFactor) {
	super(par1ModelRenderer, textureX, textureY, posX, posY, posZ, sizeX, sizeY, sizeZ, scaleFactor);

	this.MCAquadList = new TexturedQuad[6];

	float endX = posX + (float)sizeX;
	float endY = posY + (float)sizeY;
	float endZ = posZ + (float)sizeZ;
	posX -= scaleFactor;
	posY -= scaleFactor;
	posZ -= scaleFactor;
	endX += scaleFactor;
	endY += scaleFactor;
	endZ += scaleFactor;

	if (par1ModelRenderer.mirror)
	{
		float tempValueForSwitch = endX;
		endX = posX;
		posX = tempValueForSwitch;
	}

	/** Create PTV with RANDOM UV values (0 and 8). They will be set correctly later. */
	PositionTextureVertex PTV_back_left_bottom = new PositionTextureVertex(posX, posY, posZ, 0.0F, 0.0F);
	PositionTextureVertex PTV_back_right_bottom = new PositionTextureVertex(endX, posY, posZ, 0.0F, 8.0F);
	PositionTextureVertex PTV_back_right_top = new PositionTextureVertex(endX, endY, posZ, 8.0F, 8.0F);
	PositionTextureVertex PTV_back_left_top = new PositionTextureVertex(posX, endY, posZ, 8.0F, 0.0F);
	PositionTextureVertex PTV_front_left_bottom = new PositionTextureVertex(posX, posY, endZ, 0.0F, 0.0F);
	PositionTextureVertex PTV_front_right_bottom = new PositionTextureVertex(endX, posY, endZ, 0.0F, 8.0F);
	PositionTextureVertex PTV_front_right_top = new PositionTextureVertex(endX, endY, endZ, 8.0F, 8.0F);
	PositionTextureVertex PTV_front_left_top = new PositionTextureVertex(posX, endY, endZ, 8.0F, 0.0F);
	//...
	/** Create the TexturedQuads. The constructor of each quad defines the order of the PTV (counterclockwise) and fixes their UV. */
	//Right quad (TODO fix texture)
	this.MCAquadList[0] = new TexturedQuad(new PositionTextureVertex[] {PTV_back_right_top, PTV_front_right_top, PTV_front_right_bottom, PTV_back_right_bottom}, textureX + sizeZ + sizeX, textureY + sizeZ, textureX + sizeZ + sizeX + sizeZ, textureY + sizeZ + sizeY, par1ModelRenderer.textureWidth, par1ModelRenderer.textureHeight);
	//Left quad (TODO fix texture)
	this.MCAquadList[1] = new TexturedQuad(new PositionTextureVertex[] {PTV_front_left_top, PTV_back_left_top, PTV_back_left_bottom, PTV_front_left_bottom}, textureX, textureY + sizeZ, textureX + sizeZ, textureY + sizeZ + sizeY, par1ModelRenderer.textureWidth, par1ModelRenderer.textureHeight);
	//Bottom quad
	this.MCAquadList[2] = new TexturedQuad(new PositionTextureVertex[] {PTV_front_right_bottom, PTV_front_left_bottom, PTV_back_left_bottom, PTV_back_right_bottom}, textureX + sizeZ + sizeX, textureY, textureX + sizeZ + sizeX + sizeX, textureY + sizeZ, par1ModelRenderer.textureWidth, par1ModelRenderer.textureHeight);
	//Top quad
	this.MCAquadList[3] = new TexturedQuad(new PositionTextureVertex[] {PTV_back_right_top, PTV_back_left_top, PTV_front_left_top, PTV_front_right_top}, textureX + sizeZ, textureY, textureX + sizeZ + sizeX, textureY + sizeZ, par1ModelRenderer.textureWidth, par1ModelRenderer.textureHeight);
	//Back quad 
	this.MCAquadList[4] = new TexturedQuad(new PositionTextureVertex[] {PTV_back_left_top, PTV_back_right_top, PTV_back_right_bottom, PTV_back_left_bottom}, textureX + sizeZ + sizeX + sizeZ, textureY + sizeZ, textureX + sizeZ + sizeX + sizeZ + sizeX, textureY + sizeZ + sizeY, par1ModelRenderer.textureWidth, par1ModelRenderer.textureHeight);
	//Front quad 
	this.MCAquadList[5] = new TexturedQuad(new PositionTextureVertex[] {PTV_front_right_top, PTV_front_left_top, PTV_front_left_bottom, PTV_front_right_bottom}, textureX + sizeZ, textureY + sizeZ, textureX + sizeZ + sizeX, textureY + sizeZ + sizeY, par1ModelRenderer.textureWidth, par1ModelRenderer.textureHeight);

	if (par1ModelRenderer.mirror)
	{
		for (int j1 = 0; j1 < this.MCAquadList.length; ++j1)
		{
			this.MCAquadList[j1].flipFace();
		}
	}

}
 
开发者ID:jtrent238,项目名称:PopularMMOS-EpicProportions-Mod,代码行数:56,代码来源:MCAModelBox.java

示例10: ModelBoxTFC

import net.minecraft.client.model.TexturedQuad; //导入依赖的package包/类
public ModelBoxTFC(ModelRenderer renderer, int textureX,int textureY, float xPos, float yPos,
		float zPos, float width, float height, float depth, float p_i46359_10_, boolean mirror) 
{
	super(renderer, textureX, textureY, xPos,yPos,zPos, (int)width, (int)height, (int)depth, p_i46359_10_, mirror);

	this.quadList = new TexturedQuad[6];
	float f = xPos + (float)width;
	float f1 = yPos + (float)height;
	float f2 = zPos + (float)depth;
	xPos = xPos - p_i46359_10_;
	yPos = yPos - p_i46359_10_;
	zPos = zPos - p_i46359_10_;
	f = f + p_i46359_10_;
	f1 = f1 + p_i46359_10_;
	f2 = f2 + p_i46359_10_;

	if (mirror)
	{
		float f3 = f;
		f = xPos;
		xPos = f3;
	}

	PositionTextureVertex positiontexturevertex7 = new PositionTextureVertex(xPos, yPos, zPos, 0.0F, 0.0F);
	PositionTextureVertex positiontexturevertex = new PositionTextureVertex(f, yPos, zPos, 0.0F, 8.0F);
	PositionTextureVertex positiontexturevertex1 = new PositionTextureVertex(f, f1, zPos, 8.0F, 8.0F);
	PositionTextureVertex positiontexturevertex2 = new PositionTextureVertex(xPos, f1, zPos, 8.0F, 0.0F);
	PositionTextureVertex positiontexturevertex3 = new PositionTextureVertex(xPos, yPos, f2, 0.0F, 0.0F);
	PositionTextureVertex positiontexturevertex4 = new PositionTextureVertex(f, yPos, f2, 0.0F, 8.0F);
	PositionTextureVertex positiontexturevertex5 = new PositionTextureVertex(f, f1, f2, 8.0F, 8.0F);
	PositionTextureVertex positiontexturevertex6 = new PositionTextureVertex(xPos, f1, f2, 8.0F, 0.0F);

	this.quadList[0] = new TexturedQuadTFC(new PositionTextureVertex[] {positiontexturevertex4, positiontexturevertex, positiontexturevertex1, positiontexturevertex5}, textureX + depth + width, textureY + depth, textureX + depth + width + depth, textureY + depth + height, renderer.textureWidth, renderer.textureHeight);//Left side
	if(height == 0 || depth == 0)
		quadList[0] = null;
	this.quadList[1] = new TexturedQuadTFC(new PositionTextureVertex[] {positiontexturevertex7, positiontexturevertex3, positiontexturevertex6, positiontexturevertex2}, textureX, textureY + depth, textureX + depth, textureY + depth + height, renderer.textureWidth, renderer.textureHeight);//Right Side
	if(height == 0 || depth == 0)
		quadList[1] = null;
	this.quadList[2] = new TexturedQuadTFC(new PositionTextureVertex[] {positiontexturevertex4, positiontexturevertex3, positiontexturevertex7, positiontexturevertex}, textureX + depth, textureY, textureX + depth + width, textureY + depth, renderer.textureWidth, renderer.textureHeight);//Top
	if(width == 0 || depth == 0)
		quadList[2] = null;
	this.quadList[3] = new TexturedQuadTFC(new PositionTextureVertex[] {positiontexturevertex1, positiontexturevertex2, positiontexturevertex6, positiontexturevertex5}, textureX + depth + width, textureY + depth, textureX + depth + width + width, textureY, renderer.textureWidth, renderer.textureHeight);//bottom
	if(width == 0 || depth == 0)
		quadList[3] = null;
	this.quadList[4] = new TexturedQuadTFC(new PositionTextureVertex[] {positiontexturevertex, positiontexturevertex7, positiontexturevertex2, positiontexturevertex1}, textureX + depth, textureY + depth, textureX + depth + width, textureY + depth + height, renderer.textureWidth, renderer.textureHeight);//front
	if(height == 0 || width == 0)
		quadList[4] = null;
	this.quadList[5] = new TexturedQuadTFC(new PositionTextureVertex[] {positiontexturevertex3, positiontexturevertex4, positiontexturevertex5, positiontexturevertex6}, textureX + depth + width + depth, textureY + depth, textureX + depth + width + depth + width, textureY + depth + height, renderer.textureWidth, renderer.textureHeight);//back
	if(height == 0 || width == 0)
		quadList[5] = null;
	if (mirror)
	{
		for (int i = 0; i < this.quadList.length; ++i)
		{
			this.quadList[i].flipFace();
		}
	}
}
 
开发者ID:Deadrik,项目名称:TFC2,代码行数:59,代码来源:ModelBoxTFC.java

示例11: ModelIngot

import net.minecraft.client.model.TexturedQuad; //导入依赖的package包/类
public ModelIngot(ModelRenderer renderer, int textureOffsetX, int textureOffsetY) {
	//                                               x1  y1  z1   wdt hgt detph scalechange 
	super(renderer, textureOffsetX, textureOffsetY, 0.5F, 0, 0.5F, 15, 4, 7, 0);
	
	float originX = .5f;
	float originY = 0;
	float originZ = .5f;
	
       this.vertexPositions = new PositionTextureVertex[8];
       this.quadList = new TexturedQuad[6];
       float maxX = originX + 15;
       float maxY = originY + 4;
       float maxZ = originZ + 7;
       
       PositionTextureVertex vert0 = new PositionTextureVertex(originX, originY, originZ, 0.0F, 0.0F);
       PositionTextureVertex vert1 = new PositionTextureVertex(maxX, originY, originZ, 0.0F, 8.0F);
       PositionTextureVertex vert2 = new PositionTextureVertex(maxX-1, maxY, originZ+1, 8.0F, 8.0F);
       PositionTextureVertex vert3 = new PositionTextureVertex(originX+1, maxY, originZ+1, 8.0F, 0.0F);
       PositionTextureVertex vert4 = new PositionTextureVertex(originX, originY, maxZ, 0.0F, 0.0F);
       PositionTextureVertex vert5 = new PositionTextureVertex(maxX, originY, maxZ, 0.0F, 8.0F);
       PositionTextureVertex vert6 = new PositionTextureVertex(maxX-1, maxY, maxZ-1, 8.0F, 8.0F);
       PositionTextureVertex vert7 = new PositionTextureVertex(originX+1, maxY, maxZ-1, 8.0F, 0.0F);
       this.vertexPositions[0] = vert0;
       this.vertexPositions[1] = vert1;
       this.vertexPositions[2] = vert2;
       this.vertexPositions[3] = vert3;
       this.vertexPositions[4] = vert4;
       this.vertexPositions[5] = vert5;
       this.vertexPositions[6] = vert6;
       this.vertexPositions[7] = vert7;
       
       int x1 = textureOffsetX + 4;
       int x2 = textureOffsetX + 20;
       int x3 = textureOffsetX + 44;
       int x4 = textureOffsetX + 60;
           
       int y1 = textureOffsetY + 4;
       int y2 = textureOffsetY + 8;
       int y3 = textureOffsetY + 16;
       int y4 = textureOffsetY + 20;
       int y5 = textureOffsetY + 28 + 10;
       
       this.quadList[0] = new TexturedQuad(new PositionTextureVertex[] {vert5, vert1, vert2, vert6}, 
       		x3, y1, x4, y2, renderer.textureWidth, renderer.textureHeight); // petit
       
       this.quadList[1] = new TexturedQuad(new PositionTextureVertex[] {vert0, vert4, vert7, vert3}, 
       		x1, y1, x2, y2, renderer.textureWidth, renderer.textureHeight); // petit
       
       this.quadList[2] = new TexturedQuad(new PositionTextureVertex[] {vert5, vert4, vert0, vert1}, 
       		x2, y4, x3, y5, renderer.textureWidth, renderer.textureHeight); // bottom
       
       this.quadList[3] = new TexturedQuad(new PositionTextureVertex[] {vert2, vert3, vert7, vert6}, 
       		x2, y2, x3, y3, renderer.textureWidth, renderer.textureHeight); // top
       
       this.quadList[4] = new TexturedQuad(new PositionTextureVertex[] {vert1, vert0, vert3, vert2}, 
       		x2, y1, x3, y2, renderer.textureWidth, renderer.textureHeight); // long
       
       this.quadList[5] = new TexturedQuad(new PositionTextureVertex[] {vert4, vert5, vert6, vert7}, 
       		x3, y4, x2, y3, renderer.textureWidth, renderer.textureHeight); // long
}
 
开发者ID:tyronx,项目名称:vintagecraft,代码行数:61,代码来源:ModelIngot.java

示例12: ModelBox

import net.minecraft.client.model.TexturedQuad; //导入依赖的package包/类
public ModelBox(ModelRenderer p_i1171_1_, int p_i1171_2_, int p_i1171_3_, float p_i1171_4_, float p_i1171_5_, float p_i1171_6_, int p_i1171_7_, int p_i1171_8_, int p_i1171_9_, float p_i1171_10_) {
   this.field_78252_a = p_i1171_4_;
   this.field_78250_b = p_i1171_5_;
   this.field_78251_c = p_i1171_6_;
   this.field_78248_d = p_i1171_4_ + (float)p_i1171_7_;
   this.field_78249_e = p_i1171_5_ + (float)p_i1171_8_;
   this.field_78246_f = p_i1171_6_ + (float)p_i1171_9_;
   this.field_78253_h = new PositionTextureVertex[8];
   this.field_78254_i = new TexturedQuad[6];
   float var11 = p_i1171_4_ + (float)p_i1171_7_;
   float var12 = p_i1171_5_ + (float)p_i1171_8_;
   float var13 = p_i1171_6_ + (float)p_i1171_9_;
   p_i1171_4_ -= p_i1171_10_;
   p_i1171_5_ -= p_i1171_10_;
   p_i1171_6_ -= p_i1171_10_;
   var11 += p_i1171_10_;
   var12 += p_i1171_10_;
   var13 += p_i1171_10_;
   if(p_i1171_1_.field_78809_i) {
      float var14 = var11;
      var11 = p_i1171_4_;
      p_i1171_4_ = var14;
   }

   PositionTextureVertex var23 = new PositionTextureVertex(p_i1171_4_, p_i1171_5_, p_i1171_6_, 0.0F, 0.0F);
   PositionTextureVertex var15 = new PositionTextureVertex(var11, p_i1171_5_, p_i1171_6_, 0.0F, 8.0F);
   PositionTextureVertex var16 = new PositionTextureVertex(var11, var12, p_i1171_6_, 8.0F, 8.0F);
   PositionTextureVertex var17 = new PositionTextureVertex(p_i1171_4_, var12, p_i1171_6_, 8.0F, 0.0F);
   PositionTextureVertex var18 = new PositionTextureVertex(p_i1171_4_, p_i1171_5_, var13, 0.0F, 0.0F);
   PositionTextureVertex var19 = new PositionTextureVertex(var11, p_i1171_5_, var13, 0.0F, 8.0F);
   PositionTextureVertex var20 = new PositionTextureVertex(var11, var12, var13, 8.0F, 8.0F);
   PositionTextureVertex var21 = new PositionTextureVertex(p_i1171_4_, var12, var13, 8.0F, 0.0F);
   this.field_78253_h[0] = var23;
   this.field_78253_h[1] = var15;
   this.field_78253_h[2] = var16;
   this.field_78253_h[3] = var17;
   this.field_78253_h[4] = var18;
   this.field_78253_h[5] = var19;
   this.field_78253_h[6] = var20;
   this.field_78253_h[7] = var21;
   this.field_78254_i[0] = new TexturedQuad(new PositionTextureVertex[]{var19, var15, var16, var20}, p_i1171_2_ + p_i1171_9_ + p_i1171_7_, p_i1171_3_ + p_i1171_9_, p_i1171_2_ + p_i1171_9_ + p_i1171_7_ + p_i1171_9_, p_i1171_3_ + p_i1171_9_ + p_i1171_8_, p_i1171_1_.field_78801_a, p_i1171_1_.field_78799_b);
   this.field_78254_i[1] = new TexturedQuad(new PositionTextureVertex[]{var23, var18, var21, var17}, p_i1171_2_, p_i1171_3_ + p_i1171_9_, p_i1171_2_ + p_i1171_9_, p_i1171_3_ + p_i1171_9_ + p_i1171_8_, p_i1171_1_.field_78801_a, p_i1171_1_.field_78799_b);
   this.field_78254_i[2] = new TexturedQuad(new PositionTextureVertex[]{var19, var18, var23, var15}, p_i1171_2_ + p_i1171_9_, p_i1171_3_, p_i1171_2_ + p_i1171_9_ + p_i1171_7_, p_i1171_3_ + p_i1171_9_, p_i1171_1_.field_78801_a, p_i1171_1_.field_78799_b);
   this.field_78254_i[3] = new TexturedQuad(new PositionTextureVertex[]{var16, var17, var21, var20}, p_i1171_2_ + p_i1171_9_ + p_i1171_7_, p_i1171_3_ + p_i1171_9_, p_i1171_2_ + p_i1171_9_ + p_i1171_7_ + p_i1171_7_, p_i1171_3_, p_i1171_1_.field_78801_a, p_i1171_1_.field_78799_b);
   this.field_78254_i[4] = new TexturedQuad(new PositionTextureVertex[]{var15, var23, var17, var16}, p_i1171_2_ + p_i1171_9_, p_i1171_3_ + p_i1171_9_, p_i1171_2_ + p_i1171_9_ + p_i1171_7_, p_i1171_3_ + p_i1171_9_ + p_i1171_8_, p_i1171_1_.field_78801_a, p_i1171_1_.field_78799_b);
   this.field_78254_i[5] = new TexturedQuad(new PositionTextureVertex[]{var18, var19, var20, var21}, p_i1171_2_ + p_i1171_9_ + p_i1171_7_ + p_i1171_9_, p_i1171_3_ + p_i1171_9_, p_i1171_2_ + p_i1171_9_ + p_i1171_7_ + p_i1171_9_ + p_i1171_7_, p_i1171_3_ + p_i1171_9_ + p_i1171_8_, p_i1171_1_.field_78801_a, p_i1171_1_.field_78799_b);
   if(p_i1171_1_.field_78809_i) {
      for(int var22 = 0; var22 < this.field_78254_i.length; ++var22) {
         this.field_78254_i[var22].func_78235_a();
      }
   }

}
 
开发者ID:HATB0T,项目名称:RuneCraftery,代码行数:54,代码来源:ModelBox.java

示例13: CSModelBox

import net.minecraft.client.model.TexturedQuad; //导入依赖的package包/类
/**
 * Create a box from PositionTextureVertex and texture it with textUVs.<br>
 * See {@link #setVertex(PositionTextureVertex[]) setVertex()} and
 * {@link #setTexture(ModelRenderer, int[][]) setTexture()} for orders.
 *
 * @param renderer
 *            The (CS)ModelRenderer to which the box will be add.
 * @param positionTextureVertex
 *            The 8 vertices used to create the box.
 * @param textUVs
 *            The 6 pairs of points used to set the textures' UVs for each
 *            faces.
 * @param mirror
 *            True if the texture should be mirrored, False if it shouldn't.
 */
public CSModelBox(ModelRenderer renderer, PositionTextureVertex positionTextureVertex[], int[][] textUVs, boolean mirror) {
    this(positionTextureVertex);
    this.setTexture(renderer, textUVs);
    this.checkBlockForShadow();
    if (mirror)
        for (TexturedQuad texturedquad : this.quadList)
            texturedquad.flipFace();
}
 
开发者ID:Leviathan-Studio,项目名称:CraftStudioAPI,代码行数:24,代码来源:CSModelBox.java

示例14: setTexture

import net.minecraft.client.model.TexturedQuad; //导入依赖的package包/类
/**
 * Set the textures' UVs for each faces.<br>
 *
 * Faces order:<br>
 * faces[0] = X1<br>
 * faces[1] = X0<br>
 * faces[2] = Y0<br>
 * faces[3] = Y1<br>
 * faces[4] = Z0<br>
 * faces[5] = Z1<br>
 * Textures' UVs order :<br>
 * coord[0] = U0 (x0)<br>
 * coord[1] = V0 (y0) (Top/Left)<br>
 * coord[2] = U1 (x1)<br>
 * coord[3] = V1 (y1) (Bottom/Right)<br>
 *
 * @param renderer
 *            The (CS)ModelRenderer to which the box will be add.
 * @param textUVs
 *            The 6 pairs of points used to set the textures' UVs for each
 *            faces.
 */
public void setTexture(ModelRenderer renderer, int[][] textUVs) {
    int[] textUV;
    if (textUVs.length == 6)
        for (int i = 0; i < 6; i++) {
            textUV = textUVs[i];
            if (textUV.length == 4)
                this.quadList[i] = new TexturedQuad(this.quadList[i].vertexPositions, textUV[0], textUV[1], textUV[2], textUV[3],
                        renderer.textureWidth, renderer.textureHeight);
        }
}
 
开发者ID:Leviathan-Studio,项目名称:CraftStudioAPI,代码行数:33,代码来源:CSModelBox.java

示例15: copyTo

import net.minecraft.client.model.TexturedQuad; //导入依赖的package包/类
/**
 * Copies an array of vertices and quads to the current shape. This method converts quads
 * to polygons and then calls the main copyTo method.
 *
 * @param verts the array of vertices you want to copy
 * @param quad the array of quads you want to copy
 */
public void copyTo (PositionTextureVertex[] verts, TexturedQuad[] quad) {
    final TexturedPolygon[] poly = new TexturedPolygon[quad.length];
    for (int idx = 0; idx < quad.length; idx++)
        poly[idx] = new TexturedPolygon(quad[idx].vertexPositions);
    this.copyTo(verts, poly);
}
 
开发者ID:MinecraftModDevelopmentMods,项目名称:MMDLib-old,代码行数:14,代码来源:ModelRendererTurbo.java


注:本文中的net.minecraft.client.model.TexturedQuad类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。