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Java ParticleBuilder.disableMotionCalculation方法代码示例

本文整理汇总了Java中com.teamwizardry.librarianlib.features.particle.ParticleBuilder.disableMotionCalculation方法的典型用法代码示例。如果您正苦于以下问题:Java ParticleBuilder.disableMotionCalculation方法的具体用法?Java ParticleBuilder.disableMotionCalculation怎么用?Java ParticleBuilder.disableMotionCalculation使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在com.teamwizardry.librarianlib.features.particle.ParticleBuilder的用法示例。


在下文中一共展示了ParticleBuilder.disableMotionCalculation方法的5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: BLOCK_HIGHLIGHT

import com.teamwizardry.librarianlib.features.particle.ParticleBuilder; //导入方法依赖的package包/类
public static void BLOCK_HIGHLIGHT(World world, BlockPos pos, Color color) {
	ParticleBuilder glitter = new ParticleBuilder(10);
	glitter.setRenderNormalLayer(new ResourceLocation(Wizardry.MODID, Constants.MISC.SPARKLE_BLURRED));
	glitter.setAlphaFunction(new InterpFadeInOut(0.3f, 0.3f));
	glitter.setColor(color);
	glitter.disableRandom();
	glitter.disableMotionCalculation();
	glitter.setScale(2f);
	glitter.setLifetime(200);

	double indent = 0.75;
	Vec3d bottom = new Vec3d(pos.getX() + 0.5, pos.getY() + 0.5 - indent, pos.getZ() + 0.5);
	Vec3d top = new Vec3d(pos.getX() + 0.5, pos.getY() + 0.5 + indent, pos.getZ() + 0.5);
	Vec3d front = new Vec3d(pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5 + indent);
	Vec3d back = new Vec3d(pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5 - indent);
	Vec3d left = new Vec3d(pos.getX() + 0.5 + indent, pos.getY() + 0.5, pos.getZ() + 0.5);
	Vec3d right = new Vec3d(pos.getX() + 0.5 - indent, pos.getY() + 0.5, pos.getZ() + 0.5);

	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(bottom), 1);
	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(top), 1);
	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(left), 1);
	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(right), 1);
	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(front), 1);
	ParticleSpawner.spawn(glitter, world, new StaticInterp<>(back), 1);
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:26,代码来源:LibParticles.java

示例2: doRender

import com.teamwizardry.librarianlib.features.particle.ParticleBuilder; //导入方法依赖的package包/类
@Override
public void doRender(@Nonnull EntitySpellProjectile entity, double x, double y, double z, float entityYaw, float partialTicks) {
	super.doRender(entity, x, y, z, entityYaw, partialTicks);
	Color color = new Color(entity.getDataManager().get(DATA_COLOR), true);
	Color color2 = new Color(entity.getDataManager().get(DATA_COLOR2), true);

	ParticleBuilder glitter = new ParticleBuilder(10);
	glitter.setAlphaFunction(new InterpFadeInOut(0f, 0.3f));
	glitter.setRender(new ResourceLocation(Wizardry.MODID, Constants.MISC.SPARKLE_BLURRED));
	glitter.enableMotionCalculation();
	glitter.setCollision(true);
	glitter.setCanBounce(true);
	glitter.setColorFunction(new InterpColorHSV(color, color2));
	glitter.setAcceleration(new Vec3d(0, -0.015, 0));
	ParticleSpawner.spawn(glitter, entity.world, new StaticInterp<>(entity.getPositionVector().add(new Vec3d(entity.motionX, entity.motionY, entity.motionZ))), 5, 0, (aFloat, particleBuilder) -> {
		particleBuilder.setScaleFunction(new InterpScale((float) RandUtil.nextDouble(0.3, 0.8), 0));
		particleBuilder.setLifetime(RandUtil.nextInt(40, 60));
		particleBuilder.addMotion(new Vec3d(
				RandUtil.nextDouble(-0.03, 0.03),
				RandUtil.nextDouble(-0.01, 0.05),
				RandUtil.nextDouble(-0.03, 0.03)
		));
	});

	glitter.disableMotionCalculation();
	glitter.setMotion(Vec3d.ZERO);
	glitter.setLifetime(20);
	glitter.setScaleFunction(new InterpFadeInOut(0f, 1f));
	glitter.setAlphaFunction(new InterpFadeInOut(0f, 1f));
	ParticleSpawner.spawn(glitter, entity.world, new StaticInterp<>(entity.getPositionVector()), 5, 0, (aFloat, particleBuilder) -> {
		particleBuilder.setScale(RandUtil.nextFloat(0.5f, 2));
		particleBuilder.setLifetime(RandUtil.nextInt(5, 10));
		//particleBuilder.addMotion()
	});
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:36,代码来源:RenderSpellProjectile.java

示例3: doRender

import com.teamwizardry.librarianlib.features.particle.ParticleBuilder; //导入方法依赖的package包/类
@Override
public void doRender(@Nonnull EntityBomb entity, double x, double y, double z, float entityYaw, float partialTicks) {
	super.doRender(entity, x, y, z, entityYaw, partialTicks);
	int type = entity.getDataManager().get(DATA_BOMB_TYPE);

	Color color, color2;
	if (type == 1) {
		color = Color.CYAN;
		color2 = Color.BLUE;
	} else {
		color = Color.RED;
		color2 = Color.ORANGE;
	}

	ParticleBuilder glitter = new ParticleBuilder(10);
	glitter.setAlphaFunction(new InterpFadeInOut(0f, 0.3f));
	glitter.setRender(new ResourceLocation(Wizardry.MODID, Constants.MISC.SPARKLE_BLURRED));
	glitter.enableMotionCalculation();
	glitter.setCollision(true);
	glitter.setCanBounce(true);
	glitter.setAcceleration(new Vec3d(0, -0.015, 0));
	ParticleSpawner.spawn(glitter, entity.world, new StaticInterp<>(entity.getPositionVector().add(new Vec3d(entity.motionX, entity.motionY, entity.motionZ))), 5, 0, (aFloat, particleBuilder) -> {
		particleBuilder.setScaleFunction(new InterpScale((float) RandUtil.nextDouble(0.3, 0.8), 0));
		particleBuilder.setLifetime(RandUtil.nextInt(40, 60));
		particleBuilder.addMotion(new Vec3d(
				RandUtil.nextDouble(-0.03, 0.03),
				RandUtil.nextDouble(-0.01, 0.05),
				RandUtil.nextDouble(-0.03, 0.03)
		));
		if (RandUtil.nextBoolean()) {
			particleBuilder.setColor(color);
		} else {
			particleBuilder.setColor(color2);
		}
	});

	glitter.disableMotionCalculation();
	glitter.setMotion(Vec3d.ZERO);
	glitter.setLifetime(20);
	glitter.setScaleFunction(new InterpFadeInOut(0f, 1f));
	glitter.setAlphaFunction(new InterpFadeInOut(0f, 1f));
	ParticleSpawner.spawn(glitter, entity.world, new StaticInterp<>(entity.getPositionVector()), 5, 0, (aFloat, particleBuilder) -> {
		particleBuilder.setScale(RandUtil.nextFloat(0.5f, 2));
		particleBuilder.setLifetime(RandUtil.nextInt(5, 10));
		//particleBuilder.addMotion()
	});
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:48,代码来源:RenderBomb.java

示例4: doRenderLayer

import com.teamwizardry.librarianlib.features.particle.ParticleBuilder; //导入方法依赖的package包/类
@Override
public void doRenderLayer(@NotNull EntityPlayer player, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale) {
	if (BaublesSupport.getItem(player, ModItems.FAKE_HALO, ModItems.CREATIVE_HALO, ModItems.REAL_HALO).isEmpty())
		return;
	ItemStack halo = BaublesSupport.getItem(player, ModItems.FAKE_HALO, ModItems.CREATIVE_HALO, ModItems.REAL_HALO);

	if (halo.getItem() == ModItems.FAKE_HALO) {
		GlStateManager.pushMatrix();

		if (player.isSneaking()) GlStateManager.translate(0.0f, 0.2f, 0.0f);

		this.modelRenderer.postRender(0.0625f);
		GlStateManager.color(1.0f, 1.0f, 1.0f, 1.0f);

		GlStateManager.translate(0.0f, -0.25f, 0.0f);
		GlStateManager.rotate(180.0f, 0.0f, 1.0f, 0.0f);
		GlStateManager.scale(0.625f, -0.625f, -0.625f);

		Minecraft.getMinecraft().getItemRenderer().renderItem(player, halo, ItemCameraTransforms.TransformType.HEAD);

		GlStateManager.popMatrix();
	} else {

		Vec3d playerOrigin = player.getPositionVector().addVector(0, player.height + (player.isSneaking() ? 0.2 : 0.4), 0);
		InterpCircle circle = new InterpCircle(Vec3d.ZERO, new Vec3d(0, 1, 0), 0.3f, RandUtil.nextFloat(), RandUtil.nextFloat());

		for (Vec3d origin : circle.list(10)) {
			ParticleBuilder glitter = new ParticleBuilder(3);
			glitter.setRender(new ResourceLocation(Wizardry.MODID, Constants.MISC.SPARKLE_BLURRED));
			glitter.setAlphaFunction(new InterpFadeInOut(1f, 1f));
			glitter.disableMotionCalculation();
			glitter.disableRandom();

			ParticleSpawner.spawn(glitter, player.world, new StaticInterp<>(playerOrigin.add(origin)), 1, 0, (aFloat, particleBuilder) -> {
				if (RandUtil.nextInt(10) != 0)
					if (halo.getItem() == ModItems.CREATIVE_HALO)
						glitter.setColor(ColorUtils.changeColorAlpha(new Color(0xd600d2), RandUtil.nextInt(60, 100)));
					else glitter.setColor(ColorUtils.changeColorAlpha(Color.YELLOW, RandUtil.nextInt(60, 100)));
				else glitter.setColor(ColorUtils.changeColorAlpha(Color.WHITE, RandUtil.nextInt(60, 100)));
				glitter.setAlphaFunction(new InterpFadeInOut(1f, 1f));
				glitter.setLifetime(10);
				glitter.setScaleFunction(new InterpFadeInOut(0.5f, 0.5f));
				//glitter.setMotion(new Vec3d(player.motionX / 2.0, (player.motionY + (player.capabilities.isFlying ? 0 : 0.0784)) / 2.0, player.motionZ / 2.0));

				glitter.setTick(particle -> {
					Vec3d newOrigin = player.getPositionVector().addVector(0, player.height + (player.isSneaking() ? 0.2 : 0.4), 0);
					particle.setPos(newOrigin.add(origin));
				});
			});
		}

	}
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:54,代码来源:RenderHaloPlayer.java

示例5: doRenderLayer

import com.teamwizardry.librarianlib.features.particle.ParticleBuilder; //导入方法依赖的package包/类
@Override
public void doRenderLayer(@NotNull EntityLivingBase entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale) {
	if (BaublesSupport.getItem(entitylivingbaseIn, ModItems.FAKE_HALO, ModItems.CREATIVE_HALO, ModItems.REAL_HALO).isEmpty())
		return;
	ItemStack halo = BaublesSupport.getItem(entitylivingbaseIn, ModItems.FAKE_HALO, ModItems.CREATIVE_HALO, ModItems.REAL_HALO);

	if (halo.getItem() == ModItems.FAKE_HALO) {
		GlStateManager.pushMatrix();

		if (entitylivingbaseIn.isSneaking()) GlStateManager.translate(0.0f, 0.2f, 0.0f);

		boolean flag = entitylivingbaseIn instanceof EntityVillager || entitylivingbaseIn instanceof EntityZombieVillager;

		if (entitylivingbaseIn.isChild() && !(entitylivingbaseIn instanceof EntityVillager)) {
			GlStateManager.translate(0.0f, 0.5f * scale, 0.0f);
			GlStateManager.scale(0.7f, 0.7f, 0.7f);
			GlStateManager.translate(0.0f, 16.0f * scale, 0.0f);
		}

		if (flag) GlStateManager.translate(0.0f, 0.1875f, 0.0f);

		this.modelRenderer.postRender(0.0625f);
		GlStateManager.color(1.0f, 1.0f, 1.0f, 1.0f);

		GlStateManager.translate(0.0f, -0.25f, 0.0f);
		GlStateManager.rotate(180.0f, 0.0f, 1.0f, 0.0f);
		GlStateManager.scale(0.625f, -0.625f, -0.625f);

		Minecraft.getMinecraft().getItemRenderer().renderItem(entitylivingbaseIn, halo, ItemCameraTransforms.TransformType.HEAD);

		GlStateManager.popMatrix();
	} else {
		ParticleBuilder glitter = new ParticleBuilder(3);
		glitter.setRender(new ResourceLocation(Wizardry.MODID, Constants.MISC.SPARKLE_BLURRED));
		glitter.setAlphaFunction(new InterpFadeInOut(1f, 1f));
		glitter.disableMotionCalculation();
		glitter.disableRandom();

		ParticleSpawner.spawn(glitter, entitylivingbaseIn.world, new InterpCircle(entitylivingbaseIn.getPositionVector().addVector(0, entitylivingbaseIn.height + (entitylivingbaseIn.isSneaking() ? 0.2 : 0.4), 0), new Vec3d(0, 1, 0), 0.3f, RandUtil.nextFloat(), RandUtil.nextFloat()), 10, 0, (aFloat, particleBuilder) -> {
			if (RandUtil.nextInt(10) != 0)
				if (halo.getItem() == ModItems.CREATIVE_HALO)
					glitter.setColor(ColorUtils.changeColorAlpha(new Color(0xd600d2), RandUtil.nextInt(60, 100)));
				else glitter.setColor(ColorUtils.changeColorAlpha(Color.YELLOW, RandUtil.nextInt(60, 100)));
			else glitter.setColor(ColorUtils.changeColorAlpha(Color.WHITE, RandUtil.nextInt(60, 100)));
			glitter.setAlphaFunction(new InterpFadeInOut(1f, 1f));
			glitter.setLifetime(10);
			glitter.setScaleFunction(new InterpFadeInOut(0.5f, 0.5f));
			glitter.setMotion(new Vec3d(entitylivingbaseIn.motionX / 2.0, (entitylivingbaseIn.motionY + 0.0784) / 2.0, entitylivingbaseIn.motionZ / 2.0));
		});
	}
}
 
开发者ID:TeamWizardry,项目名称:Wizardry,代码行数:52,代码来源:RenderHaloEntity.java


注:本文中的com.teamwizardry.librarianlib.features.particle.ParticleBuilder.disableMotionCalculation方法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。