本文整理汇总了Java中net.minecraft.util.IIcon.getMaxU方法的典型用法代码示例。如果您正苦于以下问题:Java IIcon.getMaxU方法的具体用法?Java IIcon.getMaxU怎么用?Java IIcon.getMaxU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.util.IIcon
的用法示例。
在下文中一共展示了IIcon.getMaxU方法的10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: renderIcon
import net.minecraft.util.IIcon; //导入方法依赖的package包/类
private void renderIcon(IIcon icon) {
Tessellator tessellator = Tessellator.instance;
float minU = icon.getMinU();
float maxU = icon.getMaxU();
float minV = icon.getMinV();
float maxV = icon.getMaxV();
OpenGLHelper.rotate(180.0F - renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
OpenGLHelper.rotate(-renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
tessellator.startDrawingQuads();
tessellator.setNormal(0.0F, 1.0F, 0.0F);
tessellator.addVertexWithUV(-0.5F, -0.25F, 0.0D, minU, maxV);
tessellator.addVertexWithUV(0.5F, -0.25F, 0.0D, maxU, maxV);
tessellator.addVertexWithUV(0.5F, 0.75F, 0.0D, maxU, minV);
tessellator.addVertexWithUV(-0.5F, 0.75F, 0.0D, minU, minV);
tessellator.draw();
}
示例2: func_77026_a
import net.minecraft.util.IIcon; //导入方法依赖的package包/类
private void func_77026_a(Tessellator p_77026_1_, IIcon p_77026_2_)
{
float f = p_77026_2_.getMinU();
float f1 = p_77026_2_.getMaxU();
float f2 = p_77026_2_.getMinV();
float f3 = p_77026_2_.getMaxV();
float f4 = 1.0F;
float f5 = 0.5F;
float f6 = 0.25F;
GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
p_77026_1_.startDrawingQuads();
p_77026_1_.setNormal(0.0F, 1.0F, 0.0F);
p_77026_1_.addVertexWithUV((double)(0.0F - f5), (double)(0.0F - f6), 0.0D, (double)f, (double)f3);
p_77026_1_.addVertexWithUV((double)(f4 - f5), (double)(0.0F - f6), 0.0D, (double)f1, (double)f3);
p_77026_1_.addVertexWithUV((double)(f4 - f5), (double)(f4 - f6), 0.0D, (double)f1, (double)f2);
p_77026_1_.addVertexWithUV((double)(0.0F - f5), (double)(f4 - f6), 0.0D, (double)f, (double)f2);
p_77026_1_.draw();
}
示例3: func_130015_b
import net.minecraft.util.IIcon; //导入方法依赖的package包/类
protected void func_130015_b(float p_130015_1_, int p_130015_2_, int p_130015_3_)
{
if (p_130015_1_ < 1.0F)
{
p_130015_1_ *= p_130015_1_;
p_130015_1_ *= p_130015_1_;
p_130015_1_ = p_130015_1_ * 0.8F + 0.2F;
}
GL11.glDisable(3008);
GL11.glDisable(2929);
GL11.glDepthMask(false);
OpenGlHelper.glBlendFunc(770, 771, 1, 0);
GL11.glColor4f(1.0F, 1.0F, 1.0F, p_130015_1_);
IIcon iicon = Blocks.portal.getBlockTextureFromSide(1);
this.mc.getTextureManager().bindTexture(TextureMap.locationBlocksTexture);
float f1 = iicon.getMinU();
float f2 = iicon.getMinV();
float f3 = iicon.getMaxU();
float f4 = iicon.getMaxV();
Tessellator tessellator = Tessellator.instance;
tessellator.startDrawingQuads();
tessellator.addVertexWithUV(0.0D, p_130015_3_, -90.0D, f1, f4);
tessellator.addVertexWithUV(p_130015_2_, p_130015_3_, -90.0D, f3, f4);
tessellator.addVertexWithUV(p_130015_2_, 0.0D, -90.0D, f3, f2);
tessellator.addVertexWithUV(0.0D, 0.0D, -90.0D, f1, f2);
tessellator.draw();
GL11.glDepthMask(true);
GL11.glEnable(2929);
GL11.glEnable(3008);
GL11.glColor4f(1.0F, 1.0F, 1.0F, 1.0F);
}
示例4: renderSign
import net.minecraft.util.IIcon; //导入方法依赖的package包/类
private void renderSign() {
final IIcon iicon = Items.sign.getIconFromDamage(0);
TextureUtil.func_152777_a(false, false, 1f);
final float f = iicon.getMinU();
final float f1 = iicon.getMaxU();
final float f2 = iicon.getMinV();
final float f3 = iicon.getMaxV();
ItemRenderer.renderItemIn2D(WRenderer.t, f1, f2, f, f3, iicon.getIconWidth(), iicon.getIconHeight(), 0.0625f);
}
示例5: doRender_TossedItem
import net.minecraft.util.IIcon; //导入方法依赖的package包/类
public void doRender_TossedItem(Entity shot, double x, double y, double z, int type)
{
GL11.glPushMatrix();
this.bindEntityTexture(shot);
GL11.glTranslatef((float)x, (float)y, (float)z);
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
float f2 = 0.5f;
GL11.glScalef(f2 / 1.0F, f2 / 1.0F, f2 / 1.0F);
IIcon icon = Items.baked_potato.getIconFromDamage(0); // Default, to be overridden with the actual thing
if (type == 1) { icon = Items.gold_nugget.getIconFromDamage(0); }
else if (type == 2) { icon = Items.glass_bottle.getIconFromDamage(0); }
else if (type == 3) { icon = Items.baked_potato.getIconFromDamage(0); }
else if (type == 4) { icon = Items.melon_seeds.getIconFromDamage(0); }
else if (type == 5) { icon = Items.glowstone_dust.getIconFromDamage(0); }
else if (type == 6) { icon = Items.water_bucket.getIconFromDamage(0); }
else if (type == 7) { icon = Items.snowball.getIconFromDamage(0); }
Tessellator tessellator = Tessellator.instance;
float f3 = icon.getMinU();
float f4 = icon.getMaxU();
float f5 = icon.getMinV();
float f6 = icon.getMaxV();
float f7 = 1.0F;
float f8 = 0.5F;
float f9 = 0.25F;
GL11.glRotatef(180.0F - this.renderManager.playerViewY, 0.0F, 1.0F, 0.0F);
GL11.glRotatef(-this.renderManager.playerViewX, 1.0F, 0.0F, 0.0F);
tessellator.startDrawingQuads();
tessellator.setNormal(0.0F, 1.0F, 0.0F);
tessellator.addVertexWithUV((double)(0.0F - f8), (double)(0.0F - f9), 0.0D, (double)f3, (double)f6);
tessellator.addVertexWithUV((double)(f7 - f8), (double)(0.0F - f9), 0.0D, (double)f4, (double)f6);
tessellator.addVertexWithUV((double)(f7 - f8), (double)(1.0F - f9), 0.0D, (double)f4, (double)f5);
tessellator.addVertexWithUV((double)(0.0F - f8), (double)(1.0F - f9), 0.0D, (double)f3, (double)f5);
tessellator.draw();
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glPopMatrix();
}
示例6: renderThermalArmor
import net.minecraft.util.IIcon; //导入方法依赖的package包/类
private void renderThermalArmor(ItemRenderType type, RenderBlocks render, ItemStack item, float translateX, float translateY, float translateZ)
{
GL11.glPushMatrix();
OpenGlHelper.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA, 1, 0);
GL11.glEnable(GL11.GL_BLEND);
for (int i = 0; i < 2; i++)
{
GL11.glPushMatrix();
if (i == 1)
{
float time = FMLClientHandler.instance().getClientPlayerEntity().ticksExisted / 15.0F;
float r = (float) Math.max(Math.cos(time), 0.0F);
float b = (float) Math.max(Math.cos(time) * -1, 0.0F);
if (r <= 0.6 && b <= 0.6)
{
r = 0.0F;
b = 0.0F;
}
GL11.glColor4f(r, b / 2.0F, b, r + b / 1.5F);
}
IIcon iicon = FMLClientHandler.instance().getClientPlayerEntity().getItemIcon(item, i);
if (iicon == null)
{
GL11.glPopMatrix();
return;
}
FMLClientHandler.instance().getClient().getTextureManager().bindTexture(FMLClientHandler.instance().getClient().getTextureManager().getResourceLocation(item.getItemSpriteNumber()));
VersionUtil.setMipMap(false, false);
Tessellator tessellator = Tessellator.instance;
float f = iicon.getMinU();
float f1 = iicon.getMaxU();
float f2 = iicon.getMinV();
float f3 = iicon.getMaxV();
float f4 = 0.0F;
float f5 = 1.0F;
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glScalef(1.0F, -1.0F, 1.0F);
float f6 = 16.0F;
GL11.glScalef(f6, f6, f6);
GL11.glTranslatef(-f4, -f5, 0.0F);
ItemRenderer.renderItemIn2D(tessellator, f1, f2, f, f3, iicon.getIconWidth(), iicon.getIconHeight(), 0.0625F);
GL11.glPopMatrix();
}
GL11.glDisable(GL11.GL_BLEND);
GL11.glPopMatrix();
}
示例7: renderTorchAtAngle
import net.minecraft.util.IIcon; //导入方法依赖的package包/类
public static void renderTorchAtAngle(RenderBlocks renderBlocks, Block par1Block, double par2, double par4, double par6, double par8, double par10)
{
// if (par1Block instanceof GCCoreBlockUnlitTorch)
{
final Tessellator tessellator = Tessellator.instance;
IIcon icon = renderBlocks.getBlockIconFromSideAndMetadata(par1Block, 0, 0);
final double d5 = icon.getMinU();
final double d6 = icon.getMinV();
final double d7 = icon.getMaxU();
final double d8 = icon.getMaxV();
final double d9 = icon.getInterpolatedU(7.0D);
final double d10 = icon.getInterpolatedV(6.0D);
final double d11 = icon.getInterpolatedU(9.0D);
final double d12 = icon.getInterpolatedV(8.0D);
final double d13 = icon.getInterpolatedU(7.0D);
final double d14 = icon.getInterpolatedV(13.0D);
final double d15 = icon.getInterpolatedU(9.0D);
final double d16 = icon.getInterpolatedV(15.0D);
par2 += 0.5D;
par6 += 0.5D;
final double d17 = par2 - 0.5D;
final double d18 = par2 + 0.5D;
final double d19 = par6 - 0.5D;
final double d20 = par6 + 0.5D;
final double d21 = 0.0625D;
final double d22 = 0.625D;
tessellator.addVertexWithUV(par2 + par8 * (1.0D - d22) - d21, par4 + d22, par6 + par10 * (1.0D - d22) - d21, d9, d10);
tessellator.addVertexWithUV(par2 + par8 * (1.0D - d22) - d21, par4 + d22, par6 + par10 * (1.0D - d22) + d21, d9, d12);
tessellator.addVertexWithUV(par2 + par8 * (1.0D - d22) + d21, par4 + d22, par6 + par10 * (1.0D - d22) + d21, d11, d12);
tessellator.addVertexWithUV(par2 + par8 * (1.0D - d22) + d21, par4 + d22, par6 + par10 * (1.0D - d22) - d21, d11, d10);
tessellator.addVertexWithUV(par2 + d21 + par8, par4, par6 - d21 + par10, d15, d14);
tessellator.addVertexWithUV(par2 + d21 + par8, par4, par6 + d21 + par10, d15, d16);
tessellator.addVertexWithUV(par2 - d21 + par8, par4, par6 + d21 + par10, d13, d16);
tessellator.addVertexWithUV(par2 - d21 + par8, par4, par6 - d21 + par10, d13, d14);
tessellator.addVertexWithUV(par2 - d21, par4 + 1.0D, d19, d5, d6);
tessellator.addVertexWithUV(par2 - d21 + par8, par4 + 0.0D, d19 + par10, d5, d8);
tessellator.addVertexWithUV(par2 - d21 + par8, par4 + 0.0D, d20 + par10, d7, d8);
tessellator.addVertexWithUV(par2 - d21, par4 + 1.0D, d20, d7, d6);
tessellator.addVertexWithUV(par2 + d21, par4 + 1.0D, d20, d5, d6);
tessellator.addVertexWithUV(par2 + par8 + d21, par4 + 0.0D, d20 + par10, d5, d8);
tessellator.addVertexWithUV(par2 + par8 + d21, par4 + 0.0D, d19 + par10, d7, d8);
tessellator.addVertexWithUV(par2 + d21, par4 + 1.0D, d19, d7, d6);
tessellator.addVertexWithUV(d17, par4 + 1.0D, par6 + d21, d5, d6);
tessellator.addVertexWithUV(d17 + par8, par4 + 0.0D, par6 + d21 + par10, d5, d8);
tessellator.addVertexWithUV(d18 + par8, par4 + 0.0D, par6 + d21 + par10, d7, d8);
tessellator.addVertexWithUV(d18, par4 + 1.0D, par6 + d21, d7, d6);
tessellator.addVertexWithUV(d18, par4 + 1.0D, par6 - d21, d5, d6);
tessellator.addVertexWithUV(d18 + par8, par4 + 0.0D, par6 - d21 + par10, d5, d8);
tessellator.addVertexWithUV(d17 + par8, par4 + 0.0D, par6 - d21 + par10, d7, d8);
tessellator.addVertexWithUV(d17, par4 + 1.0D, par6 - d21, d7, d6);
}
}
示例8: renderFluidQuad
import net.minecraft.util.IIcon; //导入方法依赖的package包/类
/**
* Draws a tessellated quadrilateral bottom to top, left to right
* @param base The bottom left corner of the quad
* @param wide The bottom of the quad
* @param high The left side of the quad
* @param res Units per icon
*/
public static void renderFluidQuad(Vector3 base, Vector3 wide, Vector3 high, IIcon icon, double res)
{
Tessellator t = Tessellator.instance;
double u1 = icon.getMinU();
double du = icon.getMaxU()-icon.getMinU();
double v2 = icon.getMaxV();
double dv = icon.getMaxV()-icon.getMinV();
double wlen = wide.mag();
double hlen = high.mag();
double x = 0;
while(x < wlen)
{
double rx = wlen - x;
if(rx > res)
rx = res;
double y = 0;
while(y < hlen)
{
double ry = hlen-y;
if(ry > res)
ry = res;
Vector3 dx1 = vectors[2].set(wide).multiply(x/wlen);
Vector3 dx2 = vectors[3].set(wide).multiply((x+rx)/wlen);
Vector3 dy1 = vectors[4].set(high).multiply(y/hlen);
Vector3 dy2 = vectors[5].set(high).multiply((y+ry)/hlen);
t.addVertexWithUV(base.x+dx1.x+dy2.x, base.y+dx1.y+dy2.y, base.z+dx1.z+dy2.z, u1, v2-ry/res*dv);
t.addVertexWithUV(base.x+dx1.x+dy1.x, base.y+dx1.y+dy1.y, base.z+dx1.z+dy1.z, u1, v2);
t.addVertexWithUV(base.x+dx2.x+dy1.x, base.y+dx2.y+dy1.y, base.z+dx2.z+dy1.z, u1+rx/res*du, v2);
t.addVertexWithUV(base.x+dx2.x+dy2.x, base.y+dx2.y+dy2.y, base.z+dx2.z+dy2.z, u1+rx/res*du, v2-ry/res*dv);
y+=ry;
}
x+=rx;
}
}
示例9: render
import net.minecraft.util.IIcon; //导入方法依赖的package包/类
public static void render(float minX, float minY, float minZ, float maxX, float maxY, float maxZ, IIcon iicon) {
Tessellator tes = Tessellator.instance;
float minU = iicon.getMinU();
float maxU = iicon.getMaxU();
float minV = iicon.getMinV();
float maxV = iicon.getMaxV();
float spaceU = maxU - minU;
float spaceV = maxV - minV;
float scale = (spaceV / (maxY - minY)) * maxY;
tes.startDrawingQuads();
//Top
tes.addVertexWithUV(minX, maxY, maxZ, minU, minV);
tes.addVertexWithUV(maxX, maxY, maxZ, maxU, minV);
tes.addVertexWithUV(maxX, maxY, minZ, maxU, maxV);
tes.addVertexWithUV(minX, maxY, minZ, minU, maxV);
//Bottom
tes.addVertexWithUV(minX, minY, minZ, minU, minV);
tes.addVertexWithUV(maxX, minY, minZ, maxU, minV);
tes.addVertexWithUV(maxX, minY, maxZ, maxU, maxV);
tes.addVertexWithUV(minX, minY, maxZ, minU, maxV);
//North
tes.addVertexWithUV(minX, maxY, minZ, minU, minV);
tes.addVertexWithUV(maxX, maxY, minZ, maxU, minV);
tes.addVertexWithUV(maxX, minY, minZ, maxU, maxV);
tes.addVertexWithUV(minX, minY, minZ, minU, maxV);
//SOUTH
tes.addVertexWithUV(maxX, maxY, maxZ, minU, minV);
tes.addVertexWithUV(minX, maxY, maxZ, maxU, minV);
tes.addVertexWithUV(minX, minY, maxZ, maxU, maxV);
tes.addVertexWithUV(maxX, minY, maxZ, minU, maxV);
//EAST
tes.addVertexWithUV(maxX, maxY, minZ, minU, minV);
tes.addVertexWithUV(maxX, maxY, maxZ, maxU, minV);
tes.addVertexWithUV(maxX, minY, maxZ, maxU, maxV);
tes.addVertexWithUV(maxX, minY, minZ, minU, maxV);
//WEST
tes.addVertexWithUV(minX, maxY, maxZ, minU, minV);
tes.addVertexWithUV(minX, maxY, minZ, maxU, minV);
tes.addVertexWithUV(minX, minY, minZ, maxU, maxV);
tes.addVertexWithUV(minX, minY, maxZ, minU, maxV);
tes.draw();
}
示例10: setRotation
import net.minecraft.util.IIcon; //导入方法依赖的package包/类
private void setRotation(TileEntityClayCrucible tile, double x, double y, double z, float ff){
ClayCrucibleModel model = new ClayCrucibleModel();
GL11.glPushMatrix();
GL11.glTranslatef((float)x + 0.5f, (float)y + 1.5f, (float)z + 0.5f);
GL11.glRotatef(180f,0f,0f,1f);
this.bindTexture(texture);
GL11.glPushMatrix();
model.renderModel(0.0625f);
GL11.glPopMatrix();
GL11.glPopMatrix();
if(tile.getStack() == null) return;
//==============================================================================================================
//鉱石の表示
Tessellator tessellator = Tessellator.instance;
GL11.glPushMatrix();
GL11.glEnable(GL12.GL_RESCALE_NORMAL);
GL11.glColor4f(2.0F, 2.0F, 2.0F, 0.75F);
GL11.glTranslatef((float)x, (float)y + 0.5F, (float)z);
GL11.glScalef(1.0F, -1.0F, -1.0F);
GL11.glRotatef(0.0F, 0.0F, 1.0F, 0.0F);
IIcon iicon;
switch (tile.getState()){
case NONE:
case HEATING:
default:
iicon = Blocks.iron_block.getIcon(0,0);
break;
case MELTED:
iicon = ((ClayCrucible)AntiMatterModRegistry.clayCrucible).meltedIron;
break;
case SOLIDIFIED:
iicon = Blocks.coal_block.getIcon(0,0);
break;
}
float f14 = iicon.getMinU();
float f15 = iicon.getMaxU();
float f4 = iicon.getMinV();
float f5 = iicon.getMaxV();
this.bindTexture(TextureMap.locationBlocksTexture);
double high = 0.5-(((double) tile.getStack().stackSize/(double) tile.getMaxOres())*12D/16D);//6で最大->2~12
double d = 3D/16D;
tessellator.startDrawingQuads();
tessellator.setNormal(1.0F, 0.0F, 0.0F);
tessellator.addVertexWithUV(0.0D+d, high, -1.0D+d, (double)f15, (double)f4);
tessellator.addVertexWithUV(1.0D-d, high, -1.0D+d, (double)f14, (double)f4);
tessellator.addVertexWithUV(1.0D-d, high, 0.0-d, (double)f14, (double)f5);
tessellator.addVertexWithUV(0.0D+d, high, 0.0-d, (double)f15, (double)f5);
tessellator.draw();
GL11.glDisable(GL12.GL_RESCALE_NORMAL);
GL11.glPopMatrix();
}