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Java ActiveRenderInfo.getRotationXZ方法代码示例

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


在下文中一共展示了ActiveRenderInfo.getRotationXZ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: render

import net.minecraft.client.renderer.ActiveRenderInfo; //导入方法依赖的package包/类
public static void render(double x, double y, double z, Colour colour, double s, double u1, double v1, double u2, double v2) {
    x -= Particle.interpPosX;
    y -= Particle.interpPosY;
    z -= Particle.interpPosZ;

    float par3 = ActiveRenderInfo.getRotationX();
    float par4 = ActiveRenderInfo.getRotationXZ();
    float par5 = ActiveRenderInfo.getRotationZ();
    float par6 = ActiveRenderInfo.getRotationYZ();
    float par7 = ActiveRenderInfo.getRotationXY();

    VertexBuffer b = Tessellator.getInstance().getBuffer();
    b.pos((x - par3 * s - par6 * s), (y - par4 * s), (z - par5 * s - par7 * s)).tex(u2, v2).color(colour.r & 0xFF, colour.g & 0xFF, colour.b & 0xFF, colour.a & 0xFF).endVertex();
    b.pos((x - par3 * s + par6 * s), (y + par4 * s), (z - par5 * s + par7 * s)).tex(u2, v1).color(colour.r & 0xFF, colour.g & 0xFF, colour.b & 0xFF, colour.a & 0xFF).endVertex();
    b.pos((x + par3 * s + par6 * s), (y + par4 * s), (z + par5 * s + par7 * s)).tex(u1, v1).color(colour.r & 0xFF, colour.g & 0xFF, colour.b & 0xFF, colour.a & 0xFF).endVertex();
    b.pos((x + par3 * s - par6 * s), (y - par4 * s), (z + par5 * s - par7 * s)).tex(u1, v2).color(colour.r & 0xFF, colour.g & 0xFF, colour.b & 0xFF, colour.a & 0xFF).endVertex();
}
 
开发者ID:TheCBProject,项目名称:Translocators,代码行数:18,代码来源:RenderParticle.java

示例2: renderParticles

import net.minecraft.client.renderer.ActiveRenderInfo; //导入方法依赖的package包/类
public void renderParticles(EntityPlayer dumbplayer, float partialTicks) {
	float f = ActiveRenderInfo.getRotationX();
	float f1 = ActiveRenderInfo.getRotationZ();
	float f2 = ActiveRenderInfo.getRotationYZ();
	float f3 = ActiveRenderInfo.getRotationXY();
	float f4 = ActiveRenderInfo.getRotationXZ();
	EntityPlayer player = EasyMappings.player();
	if (player != null) {
		Particle.interpPosX = player.lastTickPosX + (player.posX - player.lastTickPosX) * partialTicks;
		Particle.interpPosY = player.lastTickPosY + (player.posY - player.lastTickPosY) * partialTicks;
		Particle.interpPosZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * partialTicks;

		Particle.cameraViewDir = player.getLook(partialTicks);
		//GlStateManager.glTexParameterf(3553, 10242, 10497.0F);
		//GlStateManager.glTexParameterf(3553, 10243, 10497.0F);
		GlStateManager.enableAlpha();
		GlStateManager.enableBlend();
		GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
		//GlStateManager.alphaFunc(GL11.GL_GREATER, 0F);
		GlStateManager.disableCull();

		GlStateManager.depthMask(false);

		Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
		Tessellator tess = Tessellator.getInstance();
		BufferBuilder buffer = tess.getBuffer();
		buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.PARTICLE_POSITION_TEX_COLOR_LMAP);
		for (int i = 0; i < particles.size(); i++) {
			particles.get(i).renderParticle(buffer, player, partialTicks, f, f4, f1, f2, f3);
		}
		tess.draw();

		GlStateManager.enableCull();
		GlStateManager.depthMask(true);
		GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
		GlStateManager.disableBlend();
		//GlStateManager.alphaFunc(516, 0.1F);
	}
}
 
开发者ID:p455w0rd,项目名称:EndermanEvolution,代码行数:40,代码来源:ParticleRenderer.java

示例3: renderParticles

import net.minecraft.client.renderer.ActiveRenderInfo; //导入方法依赖的package包/类
public void renderParticles(EntityPlayer dumbplayer, float partialTicks) {
	float f = ActiveRenderInfo.getRotationX();
       float f1 = ActiveRenderInfo.getRotationZ();
       float f2 = ActiveRenderInfo.getRotationYZ();
       float f3 = ActiveRenderInfo.getRotationXY();
       float f4 = ActiveRenderInfo.getRotationXZ();
       EntityPlayer player = Minecraft.getMinecraft().player;
       if (player != null){
        Particle.interpPosX = player.lastTickPosX + (player.posX - player.lastTickPosX) * partialTicks;
        Particle.interpPosY = player.lastTickPosY + (player.posY - player.lastTickPosY) * partialTicks;
        Particle.interpPosZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * partialTicks;
        Particle.cameraViewDir = player.getLook(partialTicks);
        GlStateManager.enableAlpha();
        GlStateManager.enableBlend();
        GlStateManager.alphaFunc(516, 0.003921569F);
           GlStateManager.disableCull();

        GlStateManager.depthMask(false);
        
        Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
		Tessellator tess = Tessellator.getInstance();
		VertexBuffer buffer = tess.getBuffer();
		
        GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
		buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.PARTICLE_POSITION_TEX_COLOR_LMAP);
		for (int i = 0; i < particles.size(); i ++){
			if (particles.get(i) instanceof IParticle){
				if (!((IParticle)particles.get(i)).isAdditive()){
					particles.get(i).renderParticle(buffer, player, partialTicks, f, f4, f1, f2, f3);
				}
			}
		}
		tess.draw();

        GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
		buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.PARTICLE_POSITION_TEX_COLOR_LMAP);
		for (int i = 0; i < particles.size(); i ++){
			if (particles.get(i) != null){
				if (((IParticle)particles.get(i)).isAdditive()){
					particles.get(i).renderParticle(buffer, player, partialTicks, f, f4, f1, f2, f3);
				}
			}
		}
		tess.draw();
		
        GlStateManager.disableDepth();
		GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
		buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.PARTICLE_POSITION_TEX_COLOR_LMAP);
		for (int i = 0; i < particles.size(); i ++){
			if (particles.get(i) instanceof IParticle){
				if (!((IParticle)particles.get(i)).isAdditive() && ((IParticle)particles.get(i)).renderThroughBlocks()){
					particles.get(i).renderParticle(buffer, player, partialTicks, f, f4, f1, f2, f3);
				}
			}
		}
		tess.draw();

        GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
		buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.PARTICLE_POSITION_TEX_COLOR_LMAP);
		for (int i = 0; i < particles.size(); i ++){
			if (particles.get(i) != null){
				if (((IParticle)particles.get(i)).isAdditive() && ((IParticle)particles.get(i)).renderThroughBlocks()){
					particles.get(i).renderParticle(buffer, player, partialTicks, f, f4, f1, f2, f3);
				}
			}
		}
		tess.draw();
		GlStateManager.enableDepth();

           GlStateManager.enableCull();
           GlStateManager.depthMask(true);
        GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
        GlStateManager.disableBlend();
        GlStateManager.alphaFunc(516, 0.1F);
       }
}
 
开发者ID:TeamMelodium,项目名称:Melodium,代码行数:77,代码来源:ParticleRenderer.java

示例4: renderParticles

import net.minecraft.client.renderer.ActiveRenderInfo; //导入方法依赖的package包/类
public void renderParticles(EntityPlayer aPlayer, float pTicks) {
	float f = ActiveRenderInfo.getRotationX();
       float f1 = ActiveRenderInfo.getRotationZ();
       float f2 = ActiveRenderInfo.getRotationYZ();
       float f3 = ActiveRenderInfo.getRotationXY();
       float f4 = ActiveRenderInfo.getRotationXZ();
       EntityPlayer player = Minecraft.getMinecraft().player;
       if(player!=null) {
       	Particle.interpPosX = player.lastTickPosX + (player.posX - player.lastTickPosX) * pTicks;
        Particle.interpPosY = player.lastTickPosY + (player.posY - player.lastTickPosY) * pTicks;
        Particle.interpPosZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * pTicks;
        Particle.cameraViewDir = player.getLook(pTicks);
        GlStateManager.enableAlpha();
        GlStateManager.enableBlend();
        GlStateManager.alphaFunc(516, 0.003921569F);
           GlStateManager.disableCull();
           
           GlStateManager.depthMask(false);
           
           Minecraft.getMinecraft().renderEngine.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
		Tessellator tess = Tessellator.getInstance();
		VertexBuffer buffer = tess.getBuffer();
		
		GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
			buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.PARTICLE_POSITION_TEX_COLOR_LMAP);
			for(int i = 0; i < particles.size(); i ++) {
				if(!((ILP2Particle) particles.get(i)).isAdditive()) {
					particles.get(i).renderParticle(buffer, player, pTicks, f, f4, f1, f2, f3);
				}
			}
			tess.draw();
		
		GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE);
			buffer.begin(GL11.GL_QUADS, DefaultVertexFormats.PARTICLE_POSITION_TEX_COLOR_LMAP);
			for(int i = 0; i < particles.size(); i ++) {
				if(((ILP2Particle) particles.get(i)).isAdditive()) {
					particles.get(i).renderParticle(buffer, player, pTicks, f, f4, f1, f2, f3);
				}
			}
			tess.draw();
		
		GlStateManager.enableCull();
           GlStateManager.depthMask(true);
        GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
        GlStateManager.disableBlend();
        GlStateManager.alphaFunc(516, 0.1F);
       }
}
 
开发者ID:Bitterholz,项目名称:LP2,代码行数:49,代码来源:ParticleRenderer.java

示例5: onPostRender

import net.minecraft.client.renderer.ActiveRenderInfo; //导入方法依赖的package包/类
@SubscribeEvent
public static void onPostRender(RenderWorldLastEvent event) {
	Minecraft mc = Minecraft.getMinecraft();
	TextureManager renderer = mc.renderEngine;
	int dim = mc.world.provider.getDimension();
	EntityPlayerSP player = mc.player;
	float frame = event.getPartialTicks();

	renderer.bindTexture(SPRITE_SHEET_ALT);

	GL11.glPushMatrix();
	GL11.glColor4f(1F, 1F, 1F, 1F);
	GlStateManager.enableBlend();
	GL11.glEnable(GL11.GL_BLEND); // 3042 = 0xBE2 = GL_BLEND (redundant?)
	GL11.glAlphaFunc(GL11.GL_GREATER, 0.004F);
	GlStateManager.depthMask(false); // isTransparent (therefore calls unnecessary in particle classes)

	boolean rebound = false;

	for (int layer = 3; layer >= 0; --layer) {
		if (particles[layer].containsKey(dim)) {
			ArrayList<Particle> fx = (ArrayList) particles[layer].get(dim);

			if (!fx.isEmpty()) {
				if (!rebound && layer < 2) {
					renderer.bindTexture(SPRITE_SHEET);
					rebound = true;
				}

				GL11.glPushMatrix();

				switch (layer) {
				case 0: case 2:
					GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_CURRENT_BIT);
					break;
				case 1: case 3:
					GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
					break;
				}

				float f1 = ActiveRenderInfo.getRotationX();
				float f2 = ActiveRenderInfo.getRotationZ();
				float f3 = ActiveRenderInfo.getRotationYZ();
				float f4 = ActiveRenderInfo.getRotationXY();
				float f5 = ActiveRenderInfo.getRotationXZ();

				Particle.interpPosX = player.lastTickPosX + (player.posX - player.lastTickPosX) * frame;
				Particle.interpPosY = player.lastTickPosY + (player.posY - player.lastTickPosY) * frame;
				Particle.interpPosZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * frame;

				Tessellator tessellator = Tessellator.getInstance();
				BufferBuilder worldRenderer = tessellator.getBuffer();

				worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.PARTICLE_POSITION_TEX_COLOR_LMAP);

				for (final Particle effect : fx) {
					if (effect != null) {
						try {
							effect.renderParticle(worldRenderer, player, frame, f1, f5, f2, f3, f4);
						} catch (Exception err) {
							crashParticle(err, effect);
						}
					}
				}

				tessellator.draw();
				GL11.glPopMatrix();
			}
		}
	}

	GlStateManager.depthMask(true);
	GlStateManager.blendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
	GlStateManager.disableBlend();
	GlStateManager.alphaFunc(GL11.GL_GREATER, 0.1F);
	GL11.glPopMatrix();
}
 
开发者ID:T145,项目名称:magistics,代码行数:78,代码来源:ParticleEngine.java


注:本文中的net.minecraft.client.renderer.ActiveRenderInfo.getRotationXZ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。