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Java RenderManager.doRenderEntity方法代码示例

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


在下文中一共展示了RenderManager.doRenderEntity方法的6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: renderParticle

import net.minecraft.client.renderer.entity.RenderManager; //导入方法依赖的package包/类
/**
 * Renders the particle
 */
public void renderParticle(VertexBuffer worldRendererIn, Entity entityIn, float partialTicks, float rotationX, float rotationZ, float rotationYZ, float rotationXY, float rotationXZ)
{
    if (this.entity != null)
    {
        RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
        rendermanager.setRenderPosition(Particle.interpPosX, Particle.interpPosY, Particle.interpPosZ);
        float f = 0.42553192F;
        float f1 = ((float)this.particleAge + partialTicks) / (float)this.particleMaxAge;
        GlStateManager.depthMask(true);
        GlStateManager.enableBlend();
        GlStateManager.enableDepth();
        GlStateManager.blendFunc(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA);
        float f2 = 240.0F;
        OpenGlHelper.setLightmapTextureCoords(OpenGlHelper.lightmapTexUnit, 240.0F, 240.0F);
        GlStateManager.pushMatrix();
        float f3 = 0.05F + 0.5F * MathHelper.sin(f1 * (float)Math.PI);
        GlStateManager.color(1.0F, 1.0F, 1.0F, f3);
        GlStateManager.translate(0.0F, 1.8F, 0.0F);
        GlStateManager.rotate(180.0F - entityIn.rotationYaw, 0.0F, 1.0F, 0.0F);
        GlStateManager.rotate(60.0F - 150.0F * f1 - entityIn.rotationPitch, 1.0F, 0.0F, 0.0F);
        GlStateManager.translate(0.0F, -0.4F, -1.5F);
        GlStateManager.scale(0.42553192F, 0.42553192F, 0.42553192F);
        this.entity.rotationYaw = 0.0F;
        this.entity.rotationYawHead = 0.0F;
        this.entity.prevRotationYaw = 0.0F;
        this.entity.prevRotationYawHead = 0.0F;
        rendermanager.doRenderEntity(this.entity, 0.0D, 0.0D, 0.0D, 0.0F, partialTicks, false);
        GlStateManager.popMatrix();
        GlStateManager.enableDepth();
    }
}
 
开发者ID:F1r3w477,项目名称:CustomWorldGen,代码行数:35,代码来源:ParticleMobAppearance.java

示例2: drawEntityOnScreen

import net.minecraft.client.renderer.entity.RenderManager; //导入方法依赖的package包/类
/**
 * Draws an entity on the screen looking toward the cursor.
 */
public static void drawEntityOnScreen(int posX, int posY, int scale, float mouseX, float mouseY, EntityLivingBase ent)
{
    GlStateManager.enableColorMaterial();
    GlStateManager.pushMatrix();
    GlStateManager.translate((float)posX, (float)posY, 50.0F);
    GlStateManager.scale((float)(-scale), (float)scale, (float)scale);
    GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
    float f = ent.renderYawOffset;
    float f1 = ent.rotationYaw;
    float f2 = ent.rotationPitch;
    float f3 = ent.prevRotationYawHead;
    float f4 = ent.rotationYawHead;
    GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
    RenderHelper.enableStandardItemLighting();
    GlStateManager.rotate(-135.0F, 0.0F, 1.0F, 0.0F);
    GlStateManager.rotate(-((float)Math.atan((double)(mouseY / 40.0F))) * 20.0F, 1.0F, 0.0F, 0.0F);
    ent.renderYawOffset = (float)Math.atan((double)(mouseX / 40.0F)) * 20.0F;
    ent.rotationYaw = (float)Math.atan((double)(mouseX / 40.0F)) * 40.0F;
    ent.rotationPitch = -((float)Math.atan((double)(mouseY / 40.0F))) * 20.0F;
    ent.rotationYawHead = ent.rotationYaw;
    ent.prevRotationYawHead = ent.rotationYaw;
    GlStateManager.translate(0.0F, 0.0F, 0.0F);
    RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
    rendermanager.setPlayerViewY(180.0F);
    rendermanager.setRenderShadow(false);
    rendermanager.doRenderEntity(ent, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false);
    rendermanager.setRenderShadow(true);
    ent.renderYawOffset = f;
    ent.rotationYaw = f1;
    ent.rotationPitch = f2;
    ent.prevRotationYawHead = f3;
    ent.rotationYawHead = f4;
    GlStateManager.popMatrix();
    RenderHelper.disableStandardItemLighting();
    GlStateManager.disableRescaleNormal();
    GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
    GlStateManager.disableTexture2D();
    GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
 
开发者ID:sudofox,项目名称:Backmemed,代码行数:43,代码来源:GuiInventory.java

示例3: drawEntityOnScreen

import net.minecraft.client.renderer.entity.RenderManager; //导入方法依赖的package包/类
/**
 * Draws an entity on the screen looking toward the cursor.
 */
public static void drawEntityOnScreen(int posX, int posY, int scale, float mouseX, float mouseY,
		EntityLivingBase ent) {
	GlStateManager.enableColorMaterial();
	GlStateManager.pushMatrix();
	GlStateManager.translate(posX, posY, 50.0F);
	GlStateManager.scale((-scale), scale, scale);
	GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
	float f = ent.renderYawOffset;
	float f1 = ent.rotationYaw;
	float f2 = ent.rotationPitch;
	float f3 = ent.prevRotationYawHead;
	float f4 = ent.rotationYawHead;
	GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
	RenderHelper.enableStandardItemLighting();
	GlStateManager.rotate(-135.0F, 0.0F, 1.0F, 0.0F);
	GlStateManager.rotate(-((float) Math.atan(mouseY / 40.0F)) * 20.0F, 1.0F, 0.0F, 0.0F);
	ent.renderYawOffset = (float) Math.atan(mouseX / 40.0F) * 20.0F;
	ent.rotationYaw = (float) Math.atan(mouseX / 40.0F) * 40.0F;
	ent.rotationPitch = -((float) Math.atan(mouseY / 40.0F)) * 20.0F;
	ent.rotationYawHead = ent.rotationYaw;
	ent.prevRotationYawHead = ent.rotationYaw;
	GlStateManager.translate(0.0F, 0.0F, 0.0F);
	RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
	rendermanager.setPlayerViewY(180.0F);
	rendermanager.setRenderShadow(false);
	rendermanager.doRenderEntity(ent, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false);
	rendermanager.setRenderShadow(true);
	ent.renderYawOffset = f;
	ent.rotationYaw = f1;
	ent.rotationPitch = f2;
	ent.prevRotationYawHead = f3;
	ent.rotationYawHead = f4;
	GlStateManager.popMatrix();
	RenderHelper.disableStandardItemLighting();
	GlStateManager.disableRescaleNormal();
	GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
	GlStateManager.disableTexture2D();
	GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
 
开发者ID:rafradek,项目名称:Mods,代码行数:43,代码来源:GuiWearables.java

示例4: drawEntityOnScreen

import net.minecraft.client.renderer.entity.RenderManager; //导入方法依赖的package包/类
public static void drawEntityOnScreen(int posX, int posY, int scale, EntityLivingBase ent) {
	GlStateManager.enableColorMaterial();
	GlStateManager.pushMatrix();
	GlStateManager.translate(posX, posY, 50.0F);
	GlStateManager.scale((-scale), scale, scale);
	GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
	float f = ent.renderYawOffset;
	float f1 = ent.rotationYaw;
	float f2 = ent.rotationPitch;
	float f3 = ent.prevRotationYawHead;
	float f4 = ent.rotationYawHead;
	GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
	RenderHelper.enableStandardItemLighting();
	GlStateManager.rotate(-135.0F, 0.0F, 1.0F, 0.0F);
	ent.renderYawOffset = 0;
	ent.rotationYaw = 0;
	ent.rotationPitch = 0;
	ent.rotationYawHead = ent.rotationYaw;
	ent.prevRotationYawHead = ent.rotationYaw;
	GlStateManager.translate(0.0F, 0.0F, 0.0F);
	RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
	rendermanager.setPlayerViewY(180.0F);
	rendermanager.setRenderShadow(false);
	rendermanager.doRenderEntity(ent, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false);
	rendermanager.setRenderShadow(true);
	ent.renderYawOffset = f;
	ent.rotationYaw = f1;
	ent.rotationPitch = f2;
	ent.prevRotationYawHead = f3;
	ent.rotationYawHead = f4;
	GlStateManager.popMatrix();
	RenderHelper.disableStandardItemLighting();
	GlStateManager.disableRescaleNormal();
	GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
	GlStateManager.disableTexture2D();
	GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
 
开发者ID:rafradek,项目名称:Mods,代码行数:38,代码来源:GuiDisguiseKit.java

示例5: renderEntityIntoGui

import net.minecraft.client.renderer.entity.RenderManager; //导入方法依赖的package包/类
/**
 * Renders an entity into a gui. Parameters - xpos, ypos, scale, rotx, roty, entity.
 */
private void renderEntityIntoGui(int xPos, int yPos, float scale, float rotX, float rotY, EntityLivingBase par5EntityLivingBase)
{
	PartEntityPos pos = (PartEntityPos) entityModel.getPartFromName("entitypos");
	float[] values = pos.getValues();
	par5EntityLivingBase.posX += values[0];
	par5EntityLivingBase.posY += values[1];
	par5EntityLivingBase.posZ += values[2];

	GL11.glEnable(GL11.GL_COLOR_MATERIAL);
	GL11.glPushMatrix();
	GL11.glTranslatef(xPos, yPos, 200.0F);
	GL11.glScalef(-scale, scale, scale);
	GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
	GL11.glRotatef(135.0F, 0.0F, 1.0F, 0.0F);
	RenderHelper.enableStandardItemLighting();
	GL11.glRotatef(-135.0F, 0.0F, 1.0F, 0.0F);
	GL11.glRotatef(-((float)Math.atan((double)(rotY / 40.0F))) * 20.0F + verticalRotation , 1.0F, 0.0F, 0.0F);
	GL11.glRotatef(((float)Math.atan((double)(rotX / 40.0F))) * 20.0F + horizontalRotation, 0.0F, -1.0F, 0.0F);
	GL11.glTranslated(par5EntityLivingBase.posX, par5EntityLivingBase.posY, par5EntityLivingBase.posZ);
	RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
       rendermanager.setPlayerViewY(180.0F);
       rendermanager.setRenderShadow(false);
       rendermanager.doRenderEntity(par5EntityLivingBase, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false);
       rendermanager.setRenderShadow(true);
	RenderHelper.disableStandardItemLighting();
	GL11.glDisable(GL12.GL_RESCALE_NORMAL);
	OpenGlHelper.setActiveTexture(OpenGlHelper.lightmapTexUnit);
	GL11.glDisable(GL11.GL_TEXTURE_2D);
	OpenGlHelper.setActiveTexture(OpenGlHelper.defaultTexUnit);
	GL11.glDisable(GL11.GL_COLOR_MATERIAL);
	GL11.glPopMatrix();
	
	GL11.glPushMatrix();
	GL11.glTranslatef(xPos, yPos, 200.0F);
	GL11.glScalef(-scale, scale, scale);
	GL11.glRotatef(180.0F, 0.0F, 0.0F, 1.0F);
	GL11.glRotatef(135.0F, 0.0F, 1.0F, 0.0F);
	GL11.glRotatef(-135.0F, 0.0F, 1.0F, 0.0F);
	GL11.glRotatef(-((float)Math.atan((double)(rotY / 40.0F))) * 20.0F + verticalRotation , 1.0F, 0.0F, 0.0F);
	GL11.glRotatef(((float)Math.atan((double)(rotX / 40.0F))) * 20.0F + horizontalRotation, 0.0F, -1.0F, 0.0F);
	GL11.glTranslated(par5EntityLivingBase.posX, par5EntityLivingBase.posY, par5EntityLivingBase.posZ);
	processRay();
	GL11.glPopMatrix();

	par5EntityLivingBase.posX -= values[0];
	par5EntityLivingBase.posY -= values[1];
	par5EntityLivingBase.posZ -= values[2];
}
 
开发者ID:ObsidianSuite,项目名称:ObsidianSuite,代码行数:52,代码来源:GuiEntityRenderer.java

示例6: glDraw

import net.minecraft.client.renderer.entity.RenderManager; //导入方法依赖的package包/类
private void glDraw() {
	GlStateManager.enableColorMaterial();
	GlStateManager.pushMatrix();

	GlStateManager.translate(entityX, entityY, 50.0F);

	//GlStateManager.translate((float)x, (float)y, 50.0F);


	GlStateManager.scale((float) (-scale), (float) scale, (float) scale);
	GlStateManager.rotate(180.0F, 0.0F, 0.0F, 1.0F);
	GlStateManager.rotate(135.0F, 0.0F, 1.0F, 0.0F);
	//GlStateManager.rotate(-100.0F, 0.0F, 1.0F, 0.0F);
	GlStateManager.rotate(-135.0F, 0.0F, 1.0F, 0.0F);


	GlStateManager.rotate(0.0f, 1.0F, 0.0F, 0.0F);
	//GlStateManager.rotate(-((float)Math.atan((double)(-mouseY / 40.0F))) * 20.0F, 1.0F, 0.0F, 0.0F);


	//RenderHelper.enableStandardItemLighting();



	entity.renderYawOffset = (float)Math.atan((double)(-mouseX / 40.0F)) * 40.0F;
	entity.rotationYaw = (float)Math.atan((double)(-mouseX / 40.0F)) * 40.0F;
	entity.rotationPitch = -((float)Math.atan((double)(-mouseY / 40.0F))) * 40.0F;

	entity.rotationPitch = reduce(entity.rotationPitch);
	entity.rotationYaw = reduce(entity.rotationYaw);
	entity.renderYawOffset = reduce(entity.renderYawOffset);

	entity.rotationYawHead = entity.rotationYaw;
	entity.prevRotationYawHead = entity.rotationYaw;
	

	GlStateManager.translate(0.0F, 0.0F, 0.0F);
	RenderManager rendermanager = Minecraft.getMinecraft().getRenderManager();
	rendermanager.setPlayerViewY(180.0F);
	rendermanager.setRenderShadow(false);

	GlStateManager.enableLighting();
	for(int i = 0; i < 8; i++){
		GlStateManager.disableLight(i);
	}

	rendermanager.doRenderEntity(entity, 0.0D, 0.0D, 0.0D, 0.0F, 1.0F, false);
	rendermanager.setRenderShadow(true);

	GlStateManager.popMatrix();
	RenderHelper.disableStandardItemLighting();
	GlStateManager.disableRescaleNormal();
	GlStateManager.setActiveTexture(OpenGlHelper.lightmapTexUnit);
	GlStateManager.disableTexture2D();
	GlStateManager.setActiveTexture(OpenGlHelper.defaultTexUnit);
}
 
开发者ID:ToroCraft,项目名称:NemesisSystem,代码行数:57,代码来源:EntityDisplay.java


注:本文中的net.minecraft.client.renderer.entity.RenderManager.doRenderEntity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。