本文整理匯總了Java中net.minecraft.entity.item.EntityFallingBlock.getWorldObj方法的典型用法代碼示例。如果您正苦於以下問題:Java EntityFallingBlock.getWorldObj方法的具體用法?Java EntityFallingBlock.getWorldObj怎麽用?Java EntityFallingBlock.getWorldObj使用的例子?那麽, 這裏精選的方法代碼示例或許可以為您提供幫助。您也可以進一步了解該方法所在類net.minecraft.entity.item.EntityFallingBlock
的用法示例。
在下文中一共展示了EntityFallingBlock.getWorldObj方法的2個代碼示例,這些例子默認根據受歡迎程度排序。您可以為喜歡或者感覺有用的代碼點讚,您的評價將有助於係統推薦出更棒的Java代碼示例。
示例1: doRender
import net.minecraft.entity.item.EntityFallingBlock; //導入方法依賴的package包/類
/**
* 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(EntityFallingBlock entity, double x, double y, double z, float entityYaw, float partialTicks)
{
if (entity.getBlock() != null)
{
this.bindTexture(TextureMap.locationBlocksTexture);
IBlockState iblockstate = entity.getBlock();
Block block = iblockstate.getBlock();
BlockPos blockpos = new BlockPos(entity);
World world = entity.getWorldObj();
if (iblockstate != world.getBlockState(blockpos) && block.getRenderType() != -1)
{
if (block.getRenderType() == 3)
{
GlStateManager.pushMatrix();
GlStateManager.translate((float)x, (float)y, (float)z);
GlStateManager.disableLighting();
Tessellator tessellator = Tessellator.getInstance();
WorldRenderer worldrenderer = tessellator.getWorldRenderer();
worldrenderer.begin(7, DefaultVertexFormats.BLOCK);
int i = blockpos.getX();
int j = blockpos.getY();
int k = blockpos.getZ();
worldrenderer.setTranslation((double)((float)(-i) - 0.5F), (double)(-j), (double)((float)(-k) - 0.5F));
BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
IBakedModel ibakedmodel = blockrendererdispatcher.getModelFromBlockState(iblockstate, world, (BlockPos)null);
blockrendererdispatcher.getBlockModelRenderer().renderModel(world, ibakedmodel, iblockstate, blockpos, worldrenderer, false);
worldrenderer.setTranslation(0.0D, 0.0D, 0.0D);
tessellator.draw();
GlStateManager.enableLighting();
GlStateManager.popMatrix();
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
}
}
}
示例2: doRender
import net.minecraft.entity.item.EntityFallingBlock; //導入方法依賴的package包/類
/**
* Renders the desired {@code T} type Entity.
*/
public void doRender(EntityFallingBlock entity, double x, double y, double z, float entityYaw, float partialTicks)
{
if (entity.getBlock() != null)
{
IBlockState iblockstate = entity.getBlock();
if (iblockstate.getRenderType() == EnumBlockRenderType.MODEL)
{
World world = entity.getWorldObj();
if (iblockstate != world.getBlockState(new BlockPos(entity)) && iblockstate.getRenderType() != EnumBlockRenderType.INVISIBLE)
{
this.bindTexture(TextureMap.LOCATION_BLOCKS_TEXTURE);
GlStateManager.pushMatrix();
GlStateManager.disableLighting();
Tessellator tessellator = Tessellator.getInstance();
VertexBuffer vertexbuffer = tessellator.getBuffer();
if (this.renderOutlines)
{
GlStateManager.enableColorMaterial();
GlStateManager.enableOutlineMode(this.getTeamColor(entity));
}
vertexbuffer.begin(7, DefaultVertexFormats.BLOCK);
BlockPos blockpos = new BlockPos(entity.posX, entity.getEntityBoundingBox().maxY, entity.posZ);
GlStateManager.translate((float)(x - (double)blockpos.getX() - 0.5D), (float)(y - (double)blockpos.getY()), (float)(z - (double)blockpos.getZ() - 0.5D));
BlockRendererDispatcher blockrendererdispatcher = Minecraft.getMinecraft().getBlockRendererDispatcher();
blockrendererdispatcher.getBlockModelRenderer().renderModel(world, blockrendererdispatcher.getModelForState(iblockstate), iblockstate, blockpos, vertexbuffer, false, MathHelper.getPositionRandom(entity.getOrigin()));
tessellator.draw();
if (this.renderOutlines)
{
GlStateManager.disableOutlineMode();
GlStateManager.disableColorMaterial();
}
GlStateManager.enableLighting();
GlStateManager.popMatrix();
super.doRender(entity, x, y, z, entityYaw, partialTicks);
}
}
}
}