本文整理汇总了Java中org.lwjgl.opengl.GL11.glRotated方法的典型用法代码示例。如果您正苦于以下问题:Java GL11.glRotated方法的具体用法?Java GL11.glRotated怎么用?Java GL11.glRotated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org.lwjgl.opengl.GL11
的用法示例。
在下文中一共展示了GL11.glRotated方法的14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: applyDirection
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void applyDirection(EnumFacing direction) {
int rotation = 0;
switch (direction.getIndex()) {
case 0:
rotation = 270;
break;
case 1:
rotation = 180;
break;
case 2:
rotation = 90;
break;
case 3:
rotation = 0;
break;
default:
break;
}
GL11.glRotated(rotation, 0, 1, 0);
}
示例2: renderDynamic
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@Override
protected void renderDynamic(float scale, float partialTicks) {
shape1.render(scale);
shape2.render(scale);
float pressure = 0f;
float dangerPressure = 5f;
float critPressure = 7f;
if (gaugeModule != null && gaugeModule.getTube() instanceof TileEntityPneumaticBase) {
TileEntityPneumaticBase base = (TileEntityPneumaticBase) gaugeModule.getTube();
pressure = base.getPressure();
critPressure = base.criticalPressure;
dangerPressure = base.dangerPressure;
}
GL11.glTranslated(0, 1, 0.378);
double widgetScale = 0.007D;
GL11.glScaled(widgetScale, widgetScale, widgetScale);
GL11.glRotated(180, 0, 1, 0);
GL11.glDisable(GL11.GL_LIGHTING);
GuiUtils.drawPressureGauge(FMLClientHandler.instance().getClient().fontRenderer, -1, critPressure, dangerPressure, -1, pressure, 0, 0, 0);
GL11.glEnable(GL11.GL_LIGHTING);
}
示例3: drawPlusAndMinus
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
private void drawPlusAndMinus() {
double scale = 0.05D;
GL11.glPushMatrix();
GL11.glTranslated(0.26D, 13.95D / 16D, 0);
GL11.glRotated(90, 1, 0, 0);
GL11.glScaled(scale, scale, scale);
GL11.glColor4d(0, 1, 0, 1);
Tessellator tessellator = Tessellator.getInstance();
BufferBuilder bufferBuilder = tessellator.getBuffer();
bufferBuilder.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION);
bufferBuilder.pos(-1, 0, 0).endVertex();
bufferBuilder.pos(1, 0, 0).endVertex();
bufferBuilder.pos(0, -1, 0).endVertex();
bufferBuilder.pos(0, 1, 0).endVertex();
tessellator.draw();
GL11.glTranslated(-0.52D / scale, 0, 0);
GL11.glColor4d(1, 0, 0, 1);
bufferBuilder.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION);
bufferBuilder.pos(-1, 0, 0).endVertex();
bufferBuilder.pos(1, 0, 0).endVertex();
tessellator.draw();
GL11.glColor4d(1, 1, 1, 1);
GL11.glPopMatrix();
}
示例4: rotateLocal
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void rotateLocal(float delta, int dim)
{
GL11.glPushMatrix();
GL11.glLoadIdentity();
rotate();
switch(dim)
{
case 0: GL11.glRotated(delta,1,0,0); break;
case 1: GL11.glRotated(delta,0,1,0); break;
case 2: GL11.glRotated(delta,0,0,1); break;
}
GL11.glGetFloat(GL11.GL_MODELVIEW_MATRIX, rotationMatrix);
updateRotationAnglesFromMatrix();
GL11.glPopMatrix();
}
示例5: drawTileEntityTags
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void drawTileEntityTags(){
/* TILE ENTITIES */
GL11.glEnable(GL11.GL_TEXTURE_2D);
for(Map.Entry<BlockPos, String> e : BLOCKS_NANO.entrySet()){
GL11.glPushMatrix();
double offX = (e.getKey().getX() + 0.5D);
double offY = (e.getKey().getY() + 0.5D);
double offZ = (e.getKey().getZ() + 0.5D);
GL11.glTranslated(offX, offY, offZ);
GL11.glRotated(-RENDER_MANAGER.playerViewY, 0.0, 1.0, 0.0);
GL11.glRotated(RENDER_MANAGER.playerViewX, 1.0, 0.0, 0.0);
/* Flip it! */
GL11.glScaled(-0.015, -0.015, 0.015);
FONT_RENDERER.drawString(e.getValue(), -FONT_RENDERER.getStringWidth(e.getValue()) / 2, 0, 0xCCCCCC /* GRAY */);
GL11.glPopMatrix();
}
GL11.glDisable(GL11.GL_TEXTURE_2D);
}
示例6: renderPreview
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
@SideOnly(Side.CLIENT)
private void renderPreview() {
if (!hasTicked) {
TileEntityPneumaticBase tile = (TileEntityPneumaticBase) getTube();
NetworkHandler.sendToServer(new PacketDescriptionPacketRequest(tile.getPos()));
TileEntity neighbor = tile.getWorld().getTileEntity(tile.getPos().offset(dir));
inLine = neighbor instanceof IPneumaticMachine;
if (inLine) {
IAirHandler neighborHandler = ((IPneumaticMachine) neighbor).getAirHandler(dir);
inverted = neighborHandler != null && neighborHandler.getPressure() > tile.getAirHandler(null).getPressure();
NetworkHandler.sendToServer(new PacketDescriptionPacketRequest(neighbor.getPos()));
}
hasTicked = true;
}
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
if (inLine && !inverted) {
GL11.glColor4d(0, 1, 0, 0.3);
} else {
GL11.glColor4d(1, 0, 0, 0.3);
}
GL11.glPushMatrix();
GL11.glTranslated(0, 1, 0.2 + ClientTickHandler.TICKS % 20 * 0.015);
GL11.glRotated(90, 1, 0, 0);
RenderUtils.render3DArrow();
GL11.glColor4d(1, 1, 1, 0.5); // 0.5 because we're rendering a preview
GL11.glPopMatrix();
GL11.glDisable(GL11.GL_BLEND);
}
示例7: rotateMatrixByMetadata
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
/**
* Rotates the render matrix dependant on the given metadata of a block. Used in the render methods of many PneumaticCraft TileEntities.
*
* @param metadata block metadata
* @return the angle (in degrees) of resulting rotation around the Y axis
*/
@SideOnly(Side.CLIENT)
public static double rotateMatrixByMetadata(int metadata) {
EnumFacing facing = EnumFacing.getFront(metadata & 7);
double metaRotation;
switch (facing) {
case UP:
metaRotation = 0;
GL11.glRotated(90, 1, 0, 0);
GL11.glTranslated(0, -1, -1);
break;
case DOWN:
metaRotation = 0;
GL11.glRotated(-90, 1, 0, 0);
GL11.glTranslated(0, -1, 1);
break;
case NORTH:
metaRotation = 0;
break;
case EAST:
metaRotation = 90;
break;
case SOUTH:
metaRotation = 180;
break;
default:
metaRotation = 270;
break;
}
GL11.glRotated(metaRotation, 0, 1, 0);
return metaRotation;
}
示例8: render
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void render(float partialTicks, double x1, double y1, double z1, double x2, double y2, double z2) {
Minecraft mc = FMLClientHandler.instance().getClient();
TextureManager textureManager = mc.renderEngine;
double laserLength = PneumaticCraftUtils.distBetween(x1, y1, z1, x2, y2, z2);
double laserSize = 0.4;
GL11.glDisable(GL11.GL_LIGHTING);
GL11.glDisable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glTranslated(x1, y1, z1);
double dx = x2 - x1;
double dy = y2 - y1;
double dz = z2 - z1;
float f3 = MathHelper.sqrt(dx * dx + dz * dz);
double rotYaw = Math.atan2(dx, dz) * 180.0D / Math.PI;
double rotPitch = 90 - (float) (Math.atan2(dy, f3) * 180.0D / Math.PI);
GL11.glRotated(rotYaw, 0, 1, 0);
GL11.glRotated(rotPitch, 1, 0, 0);
GL11.glScaled(laserSize, laserSize, laserSize);
GL11.glTranslated(0, 0.6, 0);
GL11.glRotated((ticksExisted + partialTicks) * 200, 0, 1, 0);
GL11.glPushMatrix();
GL11.glScaled(1, laserLength / laserSize, 1);
/* GL11.glTranslated(0, -0.01, 0);
textureManager.bindTexture(Textures.RENDER_LASER_ANIMATION);
renderAnimation(partialTicks, laserLength / laserSize);
GL11.glTranslated(0, 0.01, 0);*/
textureManager.bindTexture(Textures.RENDER_LASER);
renderQuad(glowColor);
textureManager.bindTexture(Textures.RENDER_LASER_OVERLAY);
renderQuad(coreColor);
GL11.glPopMatrix();
GL11.glRotated(180, 1, 0, 0);
textureManager.bindTexture(Textures.RENDER_LASER_START);
renderQuad(glowColor);
textureManager.bindTexture(Textures.RENDER_LASER_START_OVERLAY);
renderQuad(coreColor);
GL11.glDisable(GL11.GL_BLEND);
GL11.glEnable(GL11.GL_CULL_FACE);
GL11.glEnable(GL11.GL_LIGHTING);
GL11.glColor4d(1, 1, 1, 1);
}
示例9: renderMinigun
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void renderMinigun(Minigun minigun, float size, float partialTick, boolean renderMount) {
Minecraft.getMinecraft().getTextureManager().bindTexture(Textures.MODEL_DRONE_MINIGUN);
GL11.glColor4d(1, 1, 1, 1);
GL11.glPushMatrix();
if (renderMount) {
GL11.glTranslated(0, 5 / 16D, -12 / 16D);
mount.render(size);
GL11.glTranslated(0, -5 / 16D, 12 / 16D);
}
float barrelRotation = 0;
if (minigun != null) {
barrelRotation = (float) (minigun.getOldMinigunRotation() + partialTick * (minigun.getMinigunRotation() - minigun.getOldMinigunRotation()));
double yaw = minigun.oldMinigunYaw + partialTick * (minigun.minigunYaw - minigun.oldMinigunYaw);
double pitch = minigun.oldMinigunPitch + partialTick * (minigun.minigunPitch - minigun.oldMinigunPitch);
GL11.glTranslated(0, 23 / 16D, 0);
GL11.glRotated(yaw, 0, 1, 0);
GL11.glRotated(pitch, 1, 0, 0);
GL11.glTranslated(0, -18 / 16D, -12 / 16D);
}
barrel.rotateAngleY = 0;
barrel.rotateAngleX = 0;
for (int i = 0; i < 6; i++) {
barrel.rotateAngleZ = (float) (Math.PI / 3 * i) + barrelRotation;
barrel.render(size);
}
support1.rotateAngleZ = barrelRotation;
support2.rotateAngleZ = barrelRotation;
support3.rotateAngleZ = barrelRotation;
support4.rotateAngleZ = barrelRotation;
support5.rotateAngleZ = barrelRotation;
support1.render(size);
support2.render(size);
support3.render(size);
support4.render(size);
support5.render(size);
magazine.render(size);
main.render(size);
GL11.glDisable(GL11.GL_TEXTURE_2D);
RenderUtils.glColorHex(minigun != null ? 0xFF000000 | minigun.getAmmoColor() : 0xFF313131);
magazineColor.render(size);
GL11.glColor4d(1, 1, 1, 1);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glPopMatrix();
}
示例10: renderModel
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void renderModel(float size, float[] angles, boolean laserOn) {
GlStateManager.pushMatrix();
GL11.glRotatef(angles[0], 0, 1, 0);
baseTurn.render(size);
baseTurn2.render(size);
GL11.glTranslated(0, 18 / 16F, 0);
GL11.glRotatef(angles[1], 1, 0, 0);
GL11.glTranslated(0, -18 / 16F, 0);
armBase1.render(size);
armBase2.render(size);
supportMiddle.render(size);
GL11.glTranslated(0, 18 / 16F, 6 / 16F);
GL11.glRotatef(angles[2], 1, 0, 0);
GL11.glTranslated(0, -18 / 16F, -6 / 16F);
armMiddle1.render(size);
armMiddle2.render(size);
GL11.glTranslated(0, 3 / 16F, 6 / 16F);
GL11.glRotatef(angles[3], 1, 0, 0);
GL11.glTranslated(0, -3 / 16F, -6 / 16F);
laserBase.render(size);
if (laserOn) {
GL11.glPushMatrix();
GL11.glTranslated(0, 2.75 / 16D, 1 / 16D);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glColor4d(1.0D, 0.1D, 0, 1);
laser.render(size / 8);
GL11.glPopMatrix();
GL11.glColor4d(1, 1, 1, 1);
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
double textSize = 1 / 150D;
GL11.glScaled(textSize, textSize, textSize);
GL11.glRotated(-90, 1, 0, 0);
GL11.glTranslated(0, 0, 18);
GL11.glDisable(GL11.GL_LIGHTING);
GuiPneumaticContainerBase.drawTexture(Textures.GUI_LASER_DANGER, -8, -65);
GL11.glEnable(GL11.GL_LIGHTING);
GlStateManager.popMatrix();
}
示例11: renderModel
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void renderModel(float size, float rotation) {
rotation++;
GL11.glPushMatrix();
GL11.glTranslated(0, 0, 3D / 16D);
for (int i = 0; i < BLADE_COUNT; i++) {
GL11.glPushMatrix();
GL11.glRotated(rotation * 2 + (i + 0.5D) / BLADE_COUNT * 360, 0, 1, 0);
GL11.glTranslated(0, 0, 1D / 16D);
blade.render(size);
GL11.glPopMatrix();
}
GL11.glPopMatrix();
GL11.glRotated(180, 0, 1, 0);
GL11.glPushMatrix();
GL11.glTranslated(0, 0, 3D / 16D);
for (int i = 0; i < BLADE_COUNT; i++) {
GL11.glPushMatrix();
GL11.glRotated(-rotation * 2 + (double) i / (double) BLADE_COUNT * 360, 0, 1, 0);
GL11.glTranslated(0, 0, 1D / 16D);
blade.render(size);
GL11.glPopMatrix();
}
GL11.glPopMatrix();
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glColor4d(0.5D, 0.5D, 0.5D, 1.0D);
GL11.glPushMatrix();
for (int i = 0; i < CASE_POINTS; i++) {
GL11.glPushMatrix();
GL11.glTranslated(0, 0, 3F / 16F);
GL11.glRotated((double) i / (double) CASE_POINTS * 275D - 130, 0, 1, 0);
GL11.glTranslated(0, 0, 2.5F / 16F);
turbineCase.render(size);
GL11.glPopMatrix();
}
GL11.glRotated(180, 0, 1, 0);
for (int i = 0; i < CASE_POINTS; i++) {
GL11.glPushMatrix();
GL11.glTranslated(0, 0, 3F / 16F);
GL11.glRotated((double) i / (double) CASE_POINTS * 275D - 130, 0, 1, 0);
GL11.glTranslated(0, 0, 2.5F / 16F);
turbineCase.render(size);
GL11.glPopMatrix();
}
GL11.glPopMatrix();
GL11.glEnable(GL11.GL_BLEND);
GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);
GL11.glColor4d(1, 1, 1, 0.4D);
top.render(size);
GL11.glDisable(GL11.GL_BLEND);
drawPlusAndMinus();
GL11.glEnable(GL11.GL_TEXTURE_2D);
}
示例12: rotate
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void rotate()
{
GL11.glRotated(valueX/Math.PI*180F, 1, 0, 0);
GL11.glRotated(valueY/Math.PI*180F, 0, 1, 0);
GL11.glRotated(valueZ/Math.PI*180F, 0, 0, 1);
}
示例13: rotate
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public static void rotate(double angle, double x, double y, double z) {
GL11.glRotated(angle, x, y, z);
}
示例14: drawEntityTags
import org.lwjgl.opengl.GL11; //导入方法依赖的package包/类
public void drawEntityTags(float partialTicks){
/* ENTITIES */
for(Map.Entry<Entity, String> e : ENTITY_NANO.entrySet()){
GL11.glPushMatrix();
Entity entity = e.getKey();
double pXe;
double pYe;
double pZe;
if(entity.isDead) {
pXe = entity.posX;
pYe = entity.posY;
pZe = entity.posZ;
}else{
pXe = entity.prevPosX + (entity.posX - entity.prevPosX) * partialTicks;
pYe = entity.prevPosY + (entity.posY - entity.prevPosY) * partialTicks;
pZe = entity.prevPosZ + (entity.posZ - entity.prevPosZ) * partialTicks;
}
GL11.glTranslated(pXe, pYe + 2.3D, pZe);
GL11.glRotated(-RENDER_MANAGER.playerViewY, 0.0, 1.0, 0.0);
GL11.glRotated(RENDER_MANAGER.playerViewX, 1.0, 0.0, 0.0);
/* Flip it! */
GL11.glScaled(-0.015, -0.015, 0.015);
double[] c = Graphical.heatToColor(ENTITY_HEAT.get(entity));
GL11.glColor4d(c[0],c[1],c[2], 0.6);
GL11.glBegin(GL11.GL_QUADS);
String text = e.getValue();
if(entity.isDead){
text = text + " (" + entity.getName() + ")";
}
int width_plus_2 = FONT_RENDERER.getStringWidth(text) + 2;
int height_div_2_plus_1 = (FONT_RENDERER.FONT_HEIGHT/2) + 1;
GL11.glVertex3d(0 ,-height_div_2_plus_1,0);
GL11.glVertex3d(0 , height_div_2_plus_1 - 1,0);
GL11.glVertex3d(width_plus_2, height_div_2_plus_1 - 1,0);
GL11.glVertex3d(width_plus_2,-height_div_2_plus_1,0);
GL11.glEnd();
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glColor4d(0,0,0,1);
FONT_RENDERER.drawString(text, 1, -FONT_RENDERER.FONT_HEIGHT/2, 0x000000);
GL11.glDisable(GL11.GL_TEXTURE_2D);
GL11.glPopMatrix();
}
}