本文整理汇总了Java中net.minecraft.client.renderer.GlStateManager.translate方法的典型用法代码示例。如果您正苦于以下问题:Java GlStateManager.translate方法的具体用法?Java GlStateManager.translate怎么用?Java GlStateManager.translate使用的例子?那么恭喜您, 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.client.renderer.GlStateManager
的用法示例。
在下文中一共展示了GlStateManager.translate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: renderModel
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void renderModel(float scale, TileEntitySentryTurret te, float partialTicks) {
GlStateManager.pushMatrix();
GlStateManager.translate(0, -13 / 16D, 0);
if (te == null) {
model.renderMinigun(fakeTurret.getMinigun(), 1 / 16F, partialTicks, false);
} else {
model.renderMinigun(te.getMinigun(), 1 / 16F, partialTicks, false);
GlStateManager.pushMatrix();
GlStateManager.scale(1.0F, -1, -1F);
GlStateManager.translate(0, -1.45F, 0);
BlockPos pos = te.getPos();
te.getMinigun().render(pos.getX() + 0.5, pos.getY() + 0.5, pos.getZ() + 0.5, 1.2);
GlStateManager.popMatrix();
}
GlStateManager.popMatrix();
Minecraft.getMinecraft().getTextureManager().bindTexture(Textures.MODEL_SENTRY_TURRET);
}
示例2: doRenderLayer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(EntityIronGolem entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
if (entitylivingbaseIn.getHoldRoseTick() != 0)
{
BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
GlStateManager.enableRescaleNormal();
GlStateManager.pushMatrix();
GlStateManager.rotate(5.0F + 180.0F * ((ModelIronGolem)this.ironGolemRenderer.getMainModel()).ironGolemRightArm.rotateAngleX / (float)Math.PI, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(-0.9375F, -0.625F, -0.9375F);
float f = 0.5F;
GlStateManager.scale(0.5F, -0.5F, 0.5F);
int i = entitylivingbaseIn.getBrightnessForRender(partialTicks);
int j = i % 65536;
int k = i / 65536;
OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, (float)j, (float)k);
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.ironGolemRenderer.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
blockrendererdispatcher.renderBlockBrightness(Blocks.RED_FLOWER.getDefaultState(), 1.0F);
GlStateManager.popMatrix();
GlStateManager.disableRescaleNormal();
}
}
示例3: doRenderLayer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(EntitySnowman entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
if (!entitylivingbaseIn.isInvisible() && entitylivingbaseIn.isPumpkinEquipped())
{
GlStateManager.pushMatrix();
this.snowManRenderer.getMainModel().head.postRender(0.0625F);
float f = 0.625F;
GlStateManager.translate(0.0F, -0.34375F, 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, new ItemStack(Blocks.PUMPKIN, 1), ItemCameraTransforms.TransformType.HEAD);
GlStateManager.popMatrix();
}
}
示例4: doRender
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Renders the desired {@code T} type Entity.
*/
public void doRender(EntityPainting entity, double x, double y, double z, float entityYaw, float partialTicks)
{
GlStateManager.pushMatrix();
GlStateManager.translate(x, y, z);
GlStateManager.rotate(180.0F - entityYaw, 0.0F, 1.0F, 0.0F);
GlStateManager.enableRescaleNormal();
this.bindEntityTexture(entity);
EntityPainting.EnumArt entitypainting$enumart = entity.art;
float f = 0.0625F;
GlStateManager.scale(0.0625F, 0.0625F, 0.0625F);
if (this.renderOutlines)
{
GlStateManager.enableColorMaterial();
GlStateManager.enableOutlineMode(this.getTeamColor(entity));
}
this.renderPainting(entity, entitypainting$enumart.sizeX, entitypainting$enumart.sizeY, entitypainting$enumart.offsetX, entitypainting$enumart.offsetY);
if (this.renderOutlines)
{
GlStateManager.disableOutlineMode();
GlStateManager.disableColorMaterial();
}
GlStateManager.disableRescaleNormal();
GlStateManager.popMatrix();
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
示例5: render2
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void render2(int dy, float ix, float iy) {
ix = (float) (ix * 2048 * 1.2 - 125);
iy = (float) (iy * 2048 * 1.08 - 105);
if (ix >= x && ix <= x+w && iy >= (y + dy) && iy <= y+dy+h) {
RenderHelper.enableGUIStandardItemLighting();
GlStateManager.pushMatrix();
GlStateManager.scale(6.0, 6.0, 0.0);
GlStateManager.translate(ix / 6.5, iy / 6.5, 0);
renderToolTip(item, 0, 0);
GlStateManager.popMatrix();
RenderHelper.disableStandardItemLighting();
}
}
示例6: renderModel
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
void renderModel(TileEntityPneumaticDoor te, float partialTicks) {
PneumaticCraftUtils.rotateMatrixByMetadata(te.getBlockMetadata() % 6);
float rotation = te.oldRotationAngle + (te.rotationAngle - te.oldRotationAngle) * partialTicks;
boolean rightGoing = te.rightGoing;
GlStateManager.translate((rightGoing ? -1 : 1) * 6.5F / 16F, 0, -6.5F / 16F);
GlStateManager.rotate(rotation, 0, rightGoing ? -1 : 1, 0);
GlStateManager.translate((rightGoing ? -1 : 1) * -6.5F / 16F, 0, 6.5F / 16F);
if (te.getBlockMetadata() < 6) {
modelDoor.renderModel(0.0625f);
}
}
示例7: rotateCorpse
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
protected void rotateCorpse(EntityBat bat, float p_77043_2_, float p_77043_3_, float partialTicks)
{
if (!bat.getIsBatHanging())
{
GlStateManager.translate(0.0F, MathHelper.cos(p_77043_2_ * 0.3F) * 0.1F, 0.0F);
}
else
{
GlStateManager.translate(0.0F, -0.1F, 0.0F);
}
super.rotateCorpse(bat, p_77043_2_, p_77043_3_, partialTicks);
}
示例8: doRender
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRender(T entity, double x, double y, double z, float entityYaw, float partialTicks) {
GlStateManager.pushMatrix();
GlStateManager.translate((float) x, (float) y, (float) z);
GlStateManager.enableRescaleNormal();
GlStateManager.rotate(-this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(
(float) (this.renderManager.options.thirdPersonView == 2 ? -1 : 1) * this.renderManager.playerViewX,
1.0F, 0.0F, 0.0F);
GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
this.bindTexture(getEntityTexture(entity));
if (this.renderOutlines) {
GlStateManager.enableColorMaterial();
GlStateManager.enableOutlineMode(this.getTeamColor(entity));
}
this.itemRenderer.renderItem(this.getStackToRender(entity), ItemCameraTransforms.TransformType.GROUND);
if (this.renderOutlines) {
GlStateManager.disableOutlineMode();
GlStateManager.disableColorMaterial();
}
GlStateManager.disableRescaleNormal();
GlStateManager.popMatrix();
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
示例9: render
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Sets the models various rotation angles then renders the model.
*/
public void render(Entity entityIn, float p_78088_2_, float p_78088_3_, float p_78088_4_, float p_78088_5_, float p_78088_6_, float scale)
{
super.render(entityIn, p_78088_2_, p_78088_3_, p_78088_4_, p_78088_5_, p_78088_6_, scale);
GlStateManager.pushMatrix();
if (this.isChild)
{
float f = 2.0F;
GlStateManager.scale(1.0F / f, 1.0F / f, 1.0F / f);
GlStateManager.translate(0.0F, 24.0F * scale, 0.0F);
this.standRightSide.render(scale);
this.standLeftSide.render(scale);
this.standWaist.render(scale);
this.standBase.render(scale);
}
else
{
if (entityIn.isSneaking())
{
GlStateManager.translate(0.0F, 0.2F, 0.0F);
}
this.standRightSide.render(scale);
this.standLeftSide.render(scale);
this.standWaist.render(scale);
this.standBase.render(scale);
}
GlStateManager.popMatrix();
}
示例10: render
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
@Override
public void render(Entity entity, float f, float f1, float f2, float f3, float f4, float f5) {
this.shape1_1.render(f5);
this.shape4.render(f5);
this.shapelvl31.render(f5);
this.shape5.render(f5);
this.shape5_1.render(f5);
this.shape1.render(f5);
this.shapemed.render(f5);
this.shapeammo.render(f5);
this.shape5_3.render(f5);
GlStateManager.pushMatrix();
GlStateManager.translate(this.shapemed2.offsetX, this.shapemed2.offsetY, this.shapemed2.offsetZ);
GlStateManager.translate(this.shapemed2.rotationPointX * f5, this.shapemed2.rotationPointY * f5,
this.shapemed2.rotationPointZ * f5);
GlStateManager.scale(1.0D, 1.0D, 0.9D);
GlStateManager.translate(-this.shapemed2.offsetX, -this.shapemed2.offsetY, -this.shapemed2.offsetZ);
GlStateManager.translate(-this.shapemed2.rotationPointX * f5, -this.shapemed2.rotationPointY * f5,
-this.shapemed2.rotationPointZ * f5);
this.shapemed2.render(f5);
GlStateManager.popMatrix();
this.shape4_1.render(f5);
this.shapelvl21.render(f5);
this.shapelvl32.render(f5);
this.shape2.render(f5);
this.shape2_1.render(f5);
this.shapelvl22.render(f5);
this.shapemain.render(f5);
this.shapemed_1.render(f5);
this.shape3.render(f5);
this.shape3_1.render(f5);
this.shape5_2.render(f5);
}
示例11: doRenderLayer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(AbstractClientPlayer entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
if (entitylivingbaseIn.hasPlayerInfo() && !entitylivingbaseIn.isInvisible() && entitylivingbaseIn.isWearing(EnumPlayerModelParts.CAPE) && entitylivingbaseIn.getLocationCape() != null)
{
ItemStack itemstack = entitylivingbaseIn.getItemStackFromSlot(EntityEquipmentSlot.CHEST);
if (itemstack.getItem() != Items.ELYTRA)
{
GlStateManager.color(1.0F, 1.0F, 1.0F, 1.0F);
this.playerRenderer.bindTexture(entitylivingbaseIn.getLocationCape());
GlStateManager.pushMatrix();
GlStateManager.translate(0.0F, 0.0F, 0.125F);
double d0 = entitylivingbaseIn.prevChasingPosX + (entitylivingbaseIn.chasingPosX - entitylivingbaseIn.prevChasingPosX) * (double)partialTicks - (entitylivingbaseIn.prevPosX + (entitylivingbaseIn.posX - entitylivingbaseIn.prevPosX) * (double)partialTicks);
double d1 = entitylivingbaseIn.prevChasingPosY + (entitylivingbaseIn.chasingPosY - entitylivingbaseIn.prevChasingPosY) * (double)partialTicks - (entitylivingbaseIn.prevPosY + (entitylivingbaseIn.posY - entitylivingbaseIn.prevPosY) * (double)partialTicks);
double d2 = entitylivingbaseIn.prevChasingPosZ + (entitylivingbaseIn.chasingPosZ - entitylivingbaseIn.prevChasingPosZ) * (double)partialTicks - (entitylivingbaseIn.prevPosZ + (entitylivingbaseIn.posZ - entitylivingbaseIn.prevPosZ) * (double)partialTicks);
float f = entitylivingbaseIn.prevRenderYawOffset + (entitylivingbaseIn.renderYawOffset - entitylivingbaseIn.prevRenderYawOffset) * partialTicks;
double d3 = (double)MathHelper.sin(f * 0.017453292F);
double d4 = (double)(-MathHelper.cos(f * 0.017453292F));
float f1 = (float)d1 * 10.0F;
f1 = MathHelper.clamp(f1, -6.0F, 32.0F);
float f2 = (float)(d0 * d3 + d2 * d4) * 100.0F;
float f3 = (float)(d0 * d4 - d2 * d3) * 100.0F;
if (f2 < 0.0F)
{
f2 = 0.0F;
}
if (f2 > 165.0F)
{
f2 = 165.0F;
}
float f4 = entitylivingbaseIn.prevCameraYaw + (entitylivingbaseIn.cameraYaw - entitylivingbaseIn.prevCameraYaw) * partialTicks;
f1 = f1 + MathHelper.sin((entitylivingbaseIn.prevDistanceWalkedModified + (entitylivingbaseIn.distanceWalkedModified - entitylivingbaseIn.prevDistanceWalkedModified) * partialTicks) * 6.0F) * 32.0F * f4;
if (entitylivingbaseIn.isSneaking())
{
f1 += 25.0F;
GlStateManager.translate(0.0F, 0.142F, -0.0178F);
}
GlStateManager.rotate(6.0F + f2 / 2.0F + f1, 1.0F, 0.0F, 0.0F);
GlStateManager.rotate(f3 / 2.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(-f3 / 2.0F, 0.0F, 1.0F, 0.0F);
GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
this.playerRenderer.getMainModel().renderCape(0.0625F);
GlStateManager.popMatrix();
}
}
}
示例12: doRenderLayer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void doRenderLayer(EntityShulker entitylivingbaseIn, float limbSwing, float limbSwingAmount, float partialTicks, float ageInTicks, float netHeadYaw, float headPitch, float scale)
{
GlStateManager.pushMatrix();
switch (entitylivingbaseIn.getAttachmentFacing())
{
case DOWN:
default:
break;
case EAST:
GlStateManager.rotate(90.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(1.0F, -1.0F, 0.0F);
GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
break;
case WEST:
GlStateManager.rotate(-90.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(-1.0F, -1.0F, 0.0F);
GlStateManager.rotate(180.0F, 0.0F, 1.0F, 0.0F);
break;
case NORTH:
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(0.0F, -1.0F, -1.0F);
break;
case SOUTH:
GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
GlStateManager.rotate(90.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(0.0F, -1.0F, 1.0F);
break;
case UP:
GlStateManager.rotate(180.0F, 1.0F, 0.0F, 0.0F);
GlStateManager.translate(0.0F, -2.0F, 0.0F);
}
ModelRenderer modelrenderer = ((ModelShulker)RenderShulker.this.getMainModel()).head;
modelrenderer.rotateAngleY = netHeadYaw * 0.017453292F;
modelrenderer.rotateAngleX = headPitch * 0.017453292F;
RenderShulker.this.bindTexture(RenderShulker.SHULKER_ENDERGOLEM_TEXTURE);
modelrenderer.render(scale);
GlStateManager.popMatrix();
}
示例13: postRender
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Allows the changing of Angles after a box has been rendered
*/
public void postRender(float scale)
{
if (!this.isHidden)
{
if (this.showModel)
{
if (!this.compiled)
{
this.compileDisplayList(scale);
}
if (this.rotateAngleX == 0.0F && this.rotateAngleY == 0.0F && this.rotateAngleZ == 0.0F)
{
if (this.rotationPointX != 0.0F || this.rotationPointY != 0.0F || this.rotationPointZ != 0.0F)
{
GlStateManager.translate(this.rotationPointX * scale, this.rotationPointY * scale, this.rotationPointZ * scale);
}
}
else
{
GlStateManager.translate(this.rotationPointX * scale, this.rotationPointY * scale, this.rotationPointZ * scale);
if (this.rotateAngleZ != 0.0F)
{
GlStateManager.rotate(this.rotateAngleZ * (180F / (float)Math.PI), 0.0F, 0.0F, 1.0F);
}
if (this.rotateAngleY != 0.0F)
{
GlStateManager.rotate(this.rotateAngleY * (180F / (float)Math.PI), 0.0F, 1.0F, 0.0F);
}
if (this.rotateAngleX != 0.0F)
{
GlStateManager.rotate(this.rotateAngleX * (180F / (float)Math.PI), 1.0F, 0.0F, 0.0F);
}
}
}
}
}
示例14: doRender
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
/**
* Actually renders the given argument. This is a synthetic bridge method, always casting down its argument and then
* handing it off to a worker function which does the actual work. In all probabilty, the class Render is generic
* (Render<T extends Entity>) and this method has signature public void doRender(T entity, double d, double d1,
* double d2, float f, float f1). But JAD is pre 1.5 so doe
*/
public void doRender(EntityItem entity, double x, double y, double z, float entityYaw, float partialTicks)
{
if (ModuleManager.getModule(NoRender.class).enabled) return;
ItemStack itemstack = entity.getEntityItem();
this.field_177079_e.setSeed(187L);
boolean flag = false;
if (this.bindEntityTexture(entity))
{
this.renderManager.renderEngine.getTexture(this.getEntityTexture(entity)).setBlurMipmap(false, false);
flag = true;
}
GlStateManager.enableRescaleNormal();
GlStateManager.alphaFunc(516, 0.1F);
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0);
GlStateManager.pushMatrix();
IBakedModel ibakedmodel = this.itemRenderer.getItemModelMesher().getItemModel(itemstack);
int i = this.func_177077_a(entity, x, y, z, partialTicks, ibakedmodel);
for (int j = 0; j < i; ++j)
{
if (ibakedmodel.isGui3d())
{
GlStateManager.pushMatrix();
if (j > 0)
{
float f = (this.field_177079_e.nextFloat() * 2.0F - 1.0F) * 0.15F;
float f1 = (this.field_177079_e.nextFloat() * 2.0F - 1.0F) * 0.15F;
float f2 = (this.field_177079_e.nextFloat() * 2.0F - 1.0F) * 0.15F;
GlStateManager.translate(f, f1, f2);
}
GlStateManager.scale(0.5F, 0.5F, 0.5F);
ibakedmodel.getItemCameraTransforms().applyTransform(ItemCameraTransforms.TransformType.GROUND);
this.itemRenderer.renderItem(itemstack, ibakedmodel);
GlStateManager.popMatrix();
}
else
{
GlStateManager.pushMatrix();
ibakedmodel.getItemCameraTransforms().applyTransform(ItemCameraTransforms.TransformType.GROUND);
this.itemRenderer.renderItem(itemstack, ibakedmodel);
GlStateManager.popMatrix();
float f3 = ibakedmodel.getItemCameraTransforms().ground.scale.x;
float f4 = ibakedmodel.getItemCameraTransforms().ground.scale.y;
float f5 = ibakedmodel.getItemCameraTransforms().ground.scale.z;
GlStateManager.translate(0.0F * f3, 0.0F * f4, 0.046875F * f5);
}
}
GlStateManager.popMatrix();
GlStateManager.disableRescaleNormal();
GlStateManager.disableBlend();
this.bindEntityTexture(entity);
if (flag)
{
this.renderManager.renderEngine.getTexture(this.getEntityTexture(entity)).restoreLastBlurMipmap();
}
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
示例15: transformHeldFull3DItemLayer
import net.minecraft.client.renderer.GlStateManager; //导入方法依赖的package包/类
public void transformHeldFull3DItemLayer()
{
GlStateManager.translate(0.0F, 0.1875F, 0.0F);
}