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Java ModelChest.renderAll方法代码示例

本文整理汇总了Java中net.minecraft.client.model.ModelChest.renderAll方法的典型用法代码示例。如果您正苦于以下问题:Java ModelChest.renderAll方法的具体用法?Java ModelChest.renderAll怎么用?Java ModelChest.renderAll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net.minecraft.client.model.ModelChest的用法示例。


在下文中一共展示了ModelChest.renderAll方法的8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: renderChest

import net.minecraft.client.model.ModelChest; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
public static void renderChest(ItemStack stack, float lidAngle) {
	ModelChest modelChest = new ModelChest();
	GlStateManager.color(1, 1, 1, 1);
	RenderUtils.bindTexture(getChestType(stack).modelTexture);
	GlStateManager.pushMatrix();
	GlStateManager.enableRescaleNormal();
	GlStateManager.color(1, 1, 1, 1);
	GlStateManager.translate(0, 1.0, 1.0F);
	GlStateManager.scale(1.0F, -1.0F, -1.0F);
	GlStateManager.translate(0.5F, 0.5F, 0.5F);
	GlStateManager.rotate(2 * 90, 0.0F, 1.0F, 0.0F);
	GlStateManager.translate(-0.5F, -0.5F, -0.5F);
	modelChest.chestLid.rotateAngleX = lidAngle;
	modelChest.renderAll();
	GlStateManager.popMatrix();
}
 
开发者ID:p455w0rd,项目名称:EndermanEvolution,代码行数:18,代码来源:IronChests.java

示例2: render

import net.minecraft.client.model.ModelChest; //导入方法依赖的package包/类
@Override
public void render( EntityLivingBase entity, ItemStack stack, String modName, float par2, float par3, float par4, float par5, float par6, float par7 )
{
	TextureManager re = Minecraft.getMinecraft().getTextureManager();

	EquipmentItem equipment = ( EquipmentItem ) stack.getItem();
	BackpackModifier mod = ( BackpackModifier ) Modifier.getModifier( modName );
	
	ClientUtils.bindTexture( mod.getModelTexture( equipment.equipment.getModifierLevel( stack, modName ) ) );
	ModelChest chest = new ModelChest();
	
	GL11.glScalef( 0.5f, 0.5f, 0.5f );
	GL11.glRotatef( 180, 0, 1, 0 );
	GL11.glTranslatef( -0.5f, 0, -0.75f );
	chest.renderAll();
}
 
开发者ID:spacechase0,项目名称:ComponentEquipment,代码行数:17,代码来源:BackpackRenderer.java

示例3: render

import net.minecraft.client.model.ModelChest; //导入方法依赖的package包/类
public void render(BlockARChest chestBlock, boolean isDouble, double x, double y, double z)
{
    ModelChest chestModel = null;
    //ModelLargeChest largeModel = null;

    if (!isDouble)
    {
        chestModel = this.chestModel;
        Minecraft.getMinecraft().renderEngine.bindTexture(((BlockARChest)chestBlock).getSmallTexture());
    }
    else
    {
        chestModel = this.largeChestModel;
        Minecraft.getMinecraft().renderEngine.bindTexture(((BlockARChest)chestBlock).getLargeTexture());
    }

    GL11.glPushMatrix();
    //GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glTranslatef((float) x, (float) y + 1.0F, (float) z + 1.0F);
    GL11.glScalef(1.0F, -1.0F, -1.0F);
    GL11.glTranslatef(0.5F, 0.5F, 0.5F);
    GL11.glRotated(-90, 0, 1, 0);
    GL11.glTranslatef(-0.5F, -0.5F, -0.5F);


    chestModel.renderAll();


    //GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glPopMatrix();
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
}
 
开发者ID:katzenpapst,项目名称:amunra,代码行数:34,代码来源:ModelARChest.java

示例4: renderTileEntityChestAt

import net.minecraft.client.model.ModelChest; //导入方法依赖的package包/类
/**
 * Renders the TileEntity for the chest at a position.
 */
public void renderTileEntityChestAt(TileEntityHauntedChest te, double x, double y, double z, float par8) {
    int metadata = 0;

    if(te == null) {
        te = CHEST_TE;
    }

    GL11.glPushMatrix();
    if (te.hasWorld()) {
        metadata = te.getBlockMetadata();
    } else {
        GL11.glRotatef(45, 0, 1, 0);
        GL11.glScalef(0.6F, 0.6F, 0.6F);
        GL11.glTranslatef((float) x + 0.2F, (float) y + 0.3F, (float) z);
    }


    ModelChest modelchest = this.chestModel;

    if (this.isChristmas) {
        this.bindTexture(Resources.CHRISTMAS_CHEST);
    } else {
        this.bindTexture(Resources.DEFAULT_CHEST);
    }

    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glColor4f(1, 1, 1, 1);
    GL11.glTranslatef((float) x, (float) y + 1, (float) z + 1);
    GL11.glScalef(1, -1, -1);
    GL11.glTranslatef(0.5F, 0.5F, 0.5F);
    float direction = 0;

    switch (metadata) {
        case 2:
            direction = 180;
            break;
        case 3:
            direction = 0;
            break;
        case 4:
            direction = 90;
            break;
        case 5:
            direction = -90;
            break;
    }

    GL11.glRotatef(direction, 0, 1, 0);
    GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
    float f1 = te.prevLidAngle + (te.lidAngle - te.prevLidAngle) * par8;

    f1 = 1 - f1;
    f1 = 1 - f1 * f1 * f1;
    modelchest.chestLid.rotateAngleX = -(f1 * (float) Math.PI / 2F);
    modelchest.renderAll();
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glPopMatrix();
    GL11.glColor4f(1, 1, 1, 1);
}
 
开发者ID:NightKosh,项目名称:Gravestone-mod-Extended,代码行数:63,代码来源:TileEntityHauntedChestRenderer.java

示例5: renderTileEntityAt

import net.minecraft.client.model.ModelChest; //导入方法依赖的package包/类
@Override
public void renderTileEntityAt(TileEntityLimitableChest te, double x, double y, double z, float partialTicks, int destroyStage, IBlockState state) {

	GlStateManager.enableDepth();
	GlStateManager.depthFunc(515);
	GlStateManager.depthMask(true);
	int i;
	if (te == null)
		te = TileEntityLimitableChestRenderer.te;
	if (!te.hasWorld()) {
		i = 0;
	} else {
		i = te.getBlockMetadata();
	}

	ModelChest modelchest;
	modelchest = this.simpleChest;

	if (destroyStage >= 0) {
		this.bindTexture(DESTROY_STAGES[destroyStage]);
		GlStateManager.matrixMode(5890);
		GlStateManager.pushMatrix();
		GlStateManager.scale(4.0F, 4.0F, 1.0F);
		GlStateManager.translate(0.0625F, 0.0625F, 0.0625F);
		GlStateManager.matrixMode(5888);
	}
	this.bindTexture(textureNormal);

	GlStateManager.pushMatrix();
	GlStateManager.enableRescaleNormal();

	if (destroyStage < 0) {
		GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
	}

	GlStateManager.translate((float) x, (float) y + 1.0F, (float) z + 1.0F);
	GlStateManager.scale(1.0F, -1.0F, -1.0F);
	GlStateManager.translate(0.5F, 0.5F, 0.5F);
	int j = 0;

	if (i == 2) {
		j = 180;
	}

	if (i == 3) {
		j = 0;
	}

	if (i == 4) {
		j = 90;
	}

	if (i == 5) {
		j = -90;
	}

	GlStateManager.rotate(j, 0.0F, 1.0F, 0.0F);
	GlStateManager.translate(-0.5F, -0.5F, -0.5F);
	float f = te.prevLidAngle + (te.lidAngle - te.prevLidAngle) * partialTicks;

	f = 1.0F - f;
	f = 1.0F - f * f * f;
	modelchest.chestLid.rotateAngleX = -(f * (float) Math.PI / 2.0F);
	modelchest.renderAll();
	GlStateManager.disableRescaleNormal();
	GlStateManager.popMatrix();
	GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);

	if (destroyStage >= 0) {
		GlStateManager.matrixMode(5890);
		GlStateManager.popMatrix();
		GlStateManager.matrixMode(5888);
	}
}
 
开发者ID:tom5454,项目名称:Toms-Mod,代码行数:75,代码来源:TileEntityLimitableChestRenderer.java

示例6: doRender

import net.minecraft.client.model.ModelChest; //导入方法依赖的package包/类
public void doRender(EntityMinecart entityMinecart, double xCoord, double yCoord, double zCoord, float p_76986_8_,
					 float p_76986_9_) {
	GL11.glPushMatrix();
	this.bindEntityTexture(entityMinecart);
	long i = (long)entityMinecart.getEntityId() * 493286711L;
	i = i * i * 4392167121L + i * 98761L;
	float f2 = (((float)(i >> 16 & 7L) + 0.5F) / 8.0F - 0.5F) * 0.004F;
	float f3 = (((float)(i >> 20 & 7L) + 0.5F) / 8.0F - 0.5F) * 0.004F;
	float f4 = (((float)(i >> 24 & 7L) + 0.5F) / 8.0F - 0.5F) * 0.004F;
	GL11.glTranslatef(f2, f3, f4);
	double d3 = entityMinecart.lastTickPosX + (entityMinecart.posX - entityMinecart.lastTickPosX) * (double)p_76986_9_;
	double d4 = entityMinecart.lastTickPosY + (entityMinecart.posY - entityMinecart.lastTickPosY) * (double)p_76986_9_;
	double d5 = entityMinecart.lastTickPosZ + (entityMinecart.posZ - entityMinecart.lastTickPosZ) * (double)p_76986_9_;
	double d6 = 0.30000001192092896D;
	Vec3 vec3 = entityMinecart.func_70489_a(d3, d4, d5);
	float f5 = entityMinecart.prevRotationPitch + (entityMinecart.rotationPitch - entityMinecart.prevRotationPitch) * p_76986_9_;

	if (vec3 != null) {
		Vec3 vec31 = entityMinecart.func_70495_a(d3, d4, d5, d6);
		Vec3 vec32 = entityMinecart.func_70495_a(d3, d4, d5, -d6);

		if (vec31 == null) {
			vec31 = vec3;
		}

		if (vec32 == null) {
			vec32 = vec3;
		}

		xCoord += vec3.xCoord - d3;
		yCoord += (vec31.yCoord + vec32.yCoord) / 2.0D - d4;
		zCoord += vec3.zCoord - d5;
		Vec3 vec33 = vec32.addVector(-vec31.xCoord, -vec31.yCoord, -vec31.zCoord);

		if (vec33.lengthVector() != 0.0D) {
			vec33 = vec33.normalize();
			p_76986_8_ = (float)(Math.atan2(vec33.zCoord, vec33.xCoord) * 180.0D / Math.PI);
			f5 = (float)(Math.atan(vec33.yCoord) * 73.0D);
		}
	}

	GL11.glTranslatef((float)xCoord, (float)yCoord, (float)zCoord);
	GL11.glRotatef(180.0F - p_76986_8_, 0.0F, 1.0F, 0.0F);
	GL11.glRotatef(-f5, 0.0F, 0.0F, 1.0F);
	float f7 = (float)entityMinecart.getRollingAmplitude() - p_76986_9_;
	float f8 = entityMinecart.getDamage() - p_76986_9_;

	if (f8 < 0.0F) {
		f8 = 0.0F;
	}

	if (f7 > 0.0F) {
		GL11.glRotatef(MathHelper.sin(f7) * f7 * f8 / 10.0F * (float)entityMinecart.getRollingDirection(), 1.0F, 0.0F, 0.0F);
	}

	int k = entityMinecart.getDisplayTileOffset();

	GL11.glPushMatrix();
	ModelChest modelChest = new ModelChest();
	this.bindTexture(Resources.Model.LEADED_CHEST);
	GL11.glRotatef(-90, 0.0F, 1.0F, 0.0F);
	GL11.glRotatef(180, 0.0F, 0.0F, 1.0F);
	GL11.glTranslatef(-0.38F, -0.65F, -0.38F);
	float f6 = 0.75F;
	GL11.glScalef(f6, f6, f6);
	modelChest.chestLid.rotateAngleX = 0;
	modelChest.renderAll();

	GL11.glTranslatef(0.0F, (float) k / 16.0F, 0.0F);

	GL11.glPopMatrix();
	GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
	this.bindEntityTexture(entityMinecart);

	GL11.glScalef(-1.0F, -1.0F, 1.0F);
	this.modelMinecart.render(entityMinecart, 0.0F, 0.0F, -0.1F, 0.0F, 0.0F, 0.0625F);
	GL11.glPopMatrix();
}
 
开发者ID:ScottDTA,项目名称:ExtraCarts-1.7.10,代码行数:79,代码来源:RenderLeadedChestCart.java

示例7: renderTileEntityChestAt

import net.minecraft.client.model.ModelChest; //导入方法依赖的package包/类
/**
 * Renders the TileEntity for the chest at a position.
 */
public void renderTileEntityChestAt(TileSortingChest par1TileEntityChest, double par2, double par4, double par6, float par8)
{
    int i;

    if (!par1TileEntityChest.hasWorldObj())
    {
        i = 0;
    }
    else
    {
        i = par1TileEntityChest.getFacing();
    }

    ModelChest modelchest = this.chestModel;

    if (MinecraftForgeClient.getRenderPass() == 0)
    {
        bindTexture(RES_NORMAL_SINGLE);
    }
    else
    {
        bindTexture(Resources.MODEL_TEXTURE_OVERLAY_CHEST);
    }

    GL11.glPushMatrix();
    GL11.glEnable(GL12.GL_RESCALE_NORMAL);
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
    GL11.glTranslatef((float) par2, (float) par4 + 1.0F, (float) par6 + 1.0F);
    GL11.glScalef(1.0F, -1.0F, -1.0F);
    GL11.glTranslatef(0.5F, 0.5F, 0.5F);
    short short1 = 0;

    if (i == 2)
    {
        short1 = 180;
    }

    if (i == 3)
    {
        short1 = 0;
    }

    if (i == 4)
    {
        short1 = 90;
    }

    if (i == 5)
    {
        short1 = -90;
    }

    GL11.glRotatef((float) short1, 0.0F, 1.0F, 0.0F);
    GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
    float f1 = par1TileEntityChest.prevLidAngle + (par1TileEntityChest.lidAngle - par1TileEntityChest.prevLidAngle) * par8;

    f1 = 1.0F - f1;
    f1 = 1.0F - f1 * f1 * f1;
    modelchest.chestLid.rotateAngleX = -(f1 * (float) Math.PI / 2.0F);
    modelchest.renderAll();
    GL11.glDisable(GL12.GL_RESCALE_NORMAL);
    GL11.glPopMatrix();
    GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
}
 
开发者ID:Dynious,项目名称:RefinedRelocation,代码行数:68,代码来源:RendererSortingChest.java

示例8: renderTETravelingChestAt

import net.minecraft.client.model.ModelChest; //导入方法依赖的package包/类
/**
 * Renders the TileEntity for the chest at a position.
 */
public void renderTETravelingChestAt(TETravelingChest par1TileEntityChest,
		double par2, double par4, double par6, float par8) {
	int i;

	if (!par1TileEntityChest.hasWorldObj()) {
		i = 0;
	} else {
		i = par1TileEntityChest.getBlockMetadata();
	}

	ModelChest modelchest;
	modelchest = this.chestModel;
	this.bindTexture(texture);

	GL11.glPushMatrix();
	GL11.glEnable(GL12.GL_RESCALE_NORMAL);
	GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
	GL11.glTranslatef((float) par2, (float) par4 + 1.0F,
			(float) par6 + 1.0F);
	GL11.glScalef(1.0F, -1.0F, -1.0F);
	GL11.glTranslatef(0.5F, 0.5F, 0.5F);
	short short1 = 0;

	if (i == 2) {
		short1 = 180;
	}

	if (i == 3) {
		short1 = 0;
	}

	if (i == 4) {
		short1 = 90;
	}

	if (i == 5) {
		short1 = -90;
	}

	GL11.glRotatef(short1, 0.0F, 1.0F, 0.0F);
	GL11.glTranslatef(-0.5F, -0.5F, -0.5F);
	float f1 = par1TileEntityChest.prevLidAngle
			+ (par1TileEntityChest.lidAngle - par1TileEntityChest.prevLidAngle)
			* par8;

	f1 = 1.0F - f1;
	f1 = 1.0F - f1 * f1 * f1;
	modelchest.chestLid.rotateAngleX = -(f1 * (float) Math.PI / 2.0F);
	modelchest.renderAll();
	GL11.glDisable(GL12.GL_RESCALE_NORMAL);
	GL11.glPopMatrix();
	GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
}
 
开发者ID:jheard,项目名称:TravelingChest,代码行数:57,代码来源:TETravelingChestRenderer.java


注:本文中的net.minecraft.client.model.ModelChest.renderAll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。