本文整理汇总了Java中net.minecraft.block.state.IBlockState.isFullCube方法的典型用法代码示例。如果您正苦于以下问题:Java IBlockState.isFullCube方法的具体用法?Java IBlockState.isFullCube怎么用?Java IBlockState.isFullCube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类net.minecraft.block.state.IBlockState
的用法示例。
在下文中一共展示了IBlockState.isFullCube方法的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: canConnectTo
import net.minecraft.block.state.IBlockState; //导入方法依赖的package包/类
public boolean canConnectTo (IBlockAccess world, BlockPos pos) {
IBlockState state = world.getBlockState(pos);
Block block = state.getBlock();
if (block instanceof BlockFence)
return true;
if (block == Blocks.BARRIER)
return false;
Material material = block.getMaterial(state);
if (!material.isOpaque())
return false;
if (!state.isFullCube())
return false;
return material != Material.GOURD;
}
示例2: isBlockNormalCube
import net.minecraft.block.state.IBlockState; //导入方法依赖的package包/类
/**
* Checks if a block's material is opaque, and that it takes up a full cube
*/
public boolean isBlockNormalCube(BlockPos pos, boolean _default)
{
if (this.isOutsideBuildHeight(pos))
{
return false;
}
else
{
Chunk chunk = this.chunkProvider.getLoadedChunk(pos.getX() >> 4, pos.getZ() >> 4);
if (chunk != null && !chunk.isEmpty())
{
IBlockState iblockstate = this.getBlockState(pos);
return iblockstate.getMaterial().isOpaque() && iblockstate.isFullCube();
}
else
{
return _default;
}
}
}
示例3: loadChunk
import net.minecraft.block.state.IBlockState; //导入方法依赖的package包/类
private void loadChunk(int id, Shader shader, ExtendedBlockStorage storage) {
ObjectIntIdentityMap<IBlockState> map = GameData.getBlockStateIDMap();
int[] data = new int[chunkSize*2];
for (int y = 0; y < 16; y++) {
for (int z = 0; z < 16; z++) {
for (int x = 0; x < 16; x++) {
IBlockState state = storage.get(x, y, z);
boolean fullBlock = state.isFullBlock();
boolean cube = state.isFullCube();
if (fullBlock != cube) {
Log.info(state.getBlock().getUnlocalizedName() + ": " + fullBlock);
}
if (fullBlock) {
stateSet.add(state);
}
int stateId = map.get(state); //TODO
data[(y<<9) + (z<<5) + (x<<1)] = Block.getIdFromBlock(storage.get(x, y, z).getBlock());
}
}
}
for (int y = 0; y < 16; y++) {
for (int z = 0; z < 16; z++) {
for (int x = 0; x < 16; x++) {
data[(y<<9) + (z<<5) + (x<<1) + 1] = storage.getBlocklightArray().get(x, y, z);
}
}
}
IntBuffer buffer = BufferUtils.createIntBuffer(chunkSize*2);
buffer.put(data);
buffer.flip();
GL15.glBindBuffer(GL43.GL_SHADER_STORAGE_BUFFER, shader.getChunkSsbo());
GL15.glBufferSubData(GL43.GL_SHADER_STORAGE_BUFFER, (id-1)*chunkSize*2*4, buffer);
GL15.glBindBuffer(GL43.GL_SHADER_STORAGE_BUFFER, 0);
}
示例4: isNeighborHardConnection
import net.minecraft.block.state.IBlockState; //导入方法依赖的package包/类
private boolean isNeighborHardConnection (IBlockState state, IBlockAccess world, BlockPos pos, EnumFacing facing) {
if (state.getMaterial().isOpaque() && state.isFullCube())
return true;
if (state.isSideSolid(world, pos, facing.getOpposite()))
return true;
if (facing == EnumFacing.DOWN) {
Block block = state.getBlock();
if (block instanceof BlockFence || block instanceof net.minecraft.block.BlockFence)
return true;
}
return false;
}
示例5: isFullyOpaque
import net.minecraft.block.state.IBlockState; //导入方法依赖的package包/类
@Deprecated
/**
* Checks if an IBlockState represents a block that is opaque and a full cube.
*/
public boolean isFullyOpaque(IBlockState state)
{
return state.getMaterial().isOpaque() && state.isFullCube();
}
示例6: isBlockNormalCube
import net.minecraft.block.state.IBlockState; //导入方法依赖的package包/类
@Deprecated
/**
* Indicate if a material is a normal solid opaque cube
*/
public boolean isBlockNormalCube(IBlockState state)
{
return state.getMaterial().blocksMovement() && state.isFullCube();
}
示例7: takeBlocksFromWorld
import net.minecraft.block.state.IBlockState; //导入方法依赖的package包/类
/**
* takes blocks from the world and puts the data them into this template
*/
public void takeBlocksFromWorld(World worldIn, BlockPos actualPosition, BlockPos startPos, BlockPos endPos, boolean takeEntities, @Nullable Block toIgnore)
{
if (endPos.getX() >= 1 && endPos.getY() >= 1 && endPos.getZ() >= 1)
{
BlockPos blockpos = startPos.add(endPos).add(-1, -1, -1);
List<Template.BlockInfo> list = Lists.<Template.BlockInfo>newArrayList();
List<Template.BlockInfo> list1 = Lists.<Template.BlockInfo>newArrayList();
List<Template.BlockInfo> list2 = Lists.<Template.BlockInfo>newArrayList();
BlockPos blockpos1 = new BlockPos(Math.min(startPos.getX(), blockpos.getX()), Math.min(startPos.getY(), blockpos.getY()), Math.min(startPos.getZ(), blockpos.getZ()));
BlockPos blockpos2 = new BlockPos(Math.max(startPos.getX(), blockpos.getX()), Math.max(startPos.getY(), blockpos.getY()), Math.max(startPos.getZ(), blockpos.getZ()));
this.size = endPos;
this.pos = actualPosition;
for (BlockPos.MutableBlockPos blockpos$mutableblockpos : BlockPos.getAllInBoxMutable(blockpos1, blockpos2))
{
BlockPos blockpos3 = blockpos$mutableblockpos.subtract(blockpos1);
IBlockState iblockstate = worldIn.getBlockState(blockpos$mutableblockpos);
if (toIgnore == null || toIgnore != iblockstate.getBlock())
{
TileEntity tileentity = worldIn.getTileEntity(blockpos$mutableblockpos);
if (tileentity != null)
{
NBTTagCompound nbttagcompound = tileentity.writeToNBT(new NBTTagCompound());
nbttagcompound.removeTag("x");
nbttagcompound.removeTag("y");
nbttagcompound.removeTag("z");
list1.add(new Template.BlockInfo(blockpos3, iblockstate, nbttagcompound));
}
else if (!iblockstate.isFullBlock() && !iblockstate.isFullCube())
{
list2.add(new Template.BlockInfo(blockpos3, iblockstate, (NBTTagCompound)null));
}
else
{
list.add(new Template.BlockInfo(blockpos3, iblockstate, (NBTTagCompound)null));
}
}
}
this.blocks.clear();
this.blocks.addAll(list);
this.blocks.addAll(list1);
this.blocks.addAll(list2);
if (takeEntities)
{
this.takeEntitiesFromWorld(worldIn, blockpos1, blockpos2.add(1, 1, 1));
}
else
{
this.entities.clear();
}
}
}
示例8: isBlockNormalCube
import net.minecraft.block.state.IBlockState; //导入方法依赖的package包/类
/**
* Indicate if a material is a normal solid opaque cube
*/
@Deprecated
public boolean isBlockNormalCube(IBlockState state)
{
return state.getMaterial().blocksMovement() && state.isFullCube();
}
示例9: canPlaceBlock
import net.minecraft.block.state.IBlockState; //导入方法依赖的package包/类
private boolean canPlaceBlock(World p_188518_1_, BlockPos p_188518_2_, Block p_188518_3_, IBlockState p_188518_4_, IBlockState p_188518_5_) {
return p_188518_5_.getMaterial() == Material.AIR ? false : p_188518_4_.getMaterial() != Material.AIR ? false : !p_188518_3_.canPlaceBlockAt(p_188518_1_, p_188518_2_) ? false : p_188518_5_.isFullCube();
}
示例10: isEmptyBlock
import net.minecraft.block.state.IBlockState; //导入方法依赖的package包/类
private boolean isEmptyBlock(BlockPos pos) {
IBlockState iblockstate = theWorld.getBlockState(pos);
return iblockstate.getMaterial() == Material.AIR ? true : !iblockstate.isFullCube();
}
示例11: isNormalCube
import net.minecraft.block.state.IBlockState; //导入方法依赖的package包/类
/**
* Used for nearly all game logic (non-rendering) purposes. Use Forge-provided isNormalCube(IBlockAccess, BlockPos)
* instead.
*/
@Deprecated
public boolean isNormalCube(IBlockState state)
{
return state.getMaterial().isOpaque() && state.isFullCube() && !state.canProvidePower();
}
示例12: isEmptyBlock
import net.minecraft.block.state.IBlockState; //导入方法依赖的package包/类
private boolean isEmptyBlock(BlockPos pos)
{
IBlockState iblockstate = this.theWorld.getBlockState(pos);
return iblockstate.getMaterial() == Material.AIR ? true : !iblockstate.isFullCube();
}
示例13: canPlaceBlock
import net.minecraft.block.state.IBlockState; //导入方法依赖的package包/类
private boolean canPlaceBlock(World p_188518_1_, BlockPos p_188518_2_, Block p_188518_3_, IBlockState p_188518_4_, IBlockState p_188518_5_)
{
return !p_188518_3_.canPlaceBlockAt(p_188518_1_, p_188518_2_) ? false : (p_188518_4_.getMaterial() != Material.AIR ? false : (p_188518_5_.getMaterial() == Material.AIR ? false : p_188518_5_.isFullCube()));
}
示例14: canConnectTo
import net.minecraft.block.state.IBlockState; //导入方法依赖的package包/类
public boolean canConnectTo(IBlockAccess worldIn, BlockPos pos)
{
IBlockState iblockstate = worldIn.getBlockState(pos);
Block block = iblockstate.getBlock();
return block == Blocks.BARRIER ? false : ((!(block instanceof BlockFence) || block.blockMaterial != this.blockMaterial) && !(block instanceof BlockFenceGate) ? (block.blockMaterial.isOpaque() && iblockstate.isFullCube() ? block.blockMaterial != Material.GOURD : false) : true);
}
示例15: isFullyOpaque
import net.minecraft.block.state.IBlockState; //导入方法依赖的package包/类
/**
* Checks if an IBlockState represents a block that is opaque and a full cube.
*/
@Deprecated
public boolean isFullyOpaque(IBlockState state)
{
return state.getMaterial().isOpaque() && state.isFullCube();
}