本文整理匯總了Java中net.minecraft.util.IIcon.getInterpolatedU方法的典型用法代碼示例。如果您正苦於以下問題:Java IIcon.getInterpolatedU方法的具體用法?Java IIcon.getInterpolatedU怎麽用?Java IIcon.getInterpolatedU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.util.IIcon
的用法示例。
在下文中一共展示了IIcon.getInterpolatedU方法的5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: getU
import net.minecraft.util.IIcon; //導入方法依賴的package包/類
public float getU(final int i, final IIcon texture, final int rotation, final float[] u, final float[] v) {
switch (rotation % 4) {
case 0: {
return texture.getInterpolatedU((double)(u[i % 4] * 16.0f));
}
case 1: {
return texture.getInterpolatedU((double)(v[i % 4] * 16.0f));
}
case 2: {
return texture.getInterpolatedU((double)(16.0f - u[i % 4] * 16.0f));
}
case 3: {
return texture.getInterpolatedU((double)(16.0f - v[i % 4] * 16.0f));
}
default: {
return 0.0f;
}
}
}
示例2: draw
import net.minecraft.util.IIcon; //導入方法依賴的package包/類
@Override
public void draw(Renderer renderer, int x, int y)
{
if(liquid != null)
{
TextureManager textureManager = Minecraft.getMinecraft().getTextureManager();
Fluid fluid = liquid.getFluid();
IIcon icon = fluid.getStillIcon();
if(icon != null)
{
textureManager.bindTexture(TextureMap.locationBlocksTexture);
double u = icon.getInterpolatedU(3.0);
double u2 = icon.getInterpolatedU(13.0);
double v = icon.getInterpolatedV(1.0);
double v2 = icon.getInterpolatedV(15.0);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glColor4d(1.0, 1.0, 1.0, 1.0);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2d(u, v);
GL11.glVertex2i(x + 3, y + 1);
GL11.glTexCoord2d(u, v2);
GL11.glVertex2i(x + 3, y + 15);
GL11.glTexCoord2d(u2, v2);
GL11.glVertex2i(x + 13, y + 15);
GL11.glTexCoord2d(u2, v);
GL11.glVertex2i(x + 13, y + 1);
GL11.glEnd();
}
}
renderer.renderRect(x - 1, y - 1, 18, 18, containerTexture);
}
示例3: renderTorchAtAngle
import net.minecraft.util.IIcon; //導入方法依賴的package包/類
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4: apply
import net.minecraft.util.IIcon; //導入方法依賴的package包/類
@Override
public void apply(UV uv) {
IIcon icon = icons[uv.tex % icons.length];
uv.u = icon.getInterpolatedU(uv.u * 16);
uv.v = icon.getInterpolatedV(uv.v * 16);
}
示例5: draw
import net.minecraft.util.IIcon; //導入方法依賴的package包/類
@Override
public void draw(Renderer renderer, int recipeX, int recipeY, Object[] data, int dataIndex, boolean isMouseOver)
{
int x = recipeX + this.x;
int y = recipeY + this.y;
if(data[dataIndex] instanceof FluidStack)
{
FluidStack liquid = (FluidStack)data[dataIndex];
TextureManager textureManager = Minecraft.getMinecraft().getTextureManager();
Fluid fluid = liquid.getFluid();
IIcon icon = fluid.getStillIcon();
if(icon != null)
{
textureManager.bindTexture(TextureMap.locationBlocksTexture);
double u = icon.getInterpolatedU(3.0);
double u2 = icon.getInterpolatedU(13.0);
double v = icon.getInterpolatedV(1.0);
double v2 = icon.getInterpolatedV(15.0);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glColor4d(1.0, 1.0, 1.0, 1.0);
GL11.glBegin(GL11.GL_QUADS);
GL11.glTexCoord2d(u, v);
GL11.glVertex2i(x + 3, y + 1);
GL11.glTexCoord2d(u, v2);
GL11.glVertex2i(x + 3, y + 15);
GL11.glTexCoord2d(u2, v2);
GL11.glVertex2i(x + 13, y + 15);
GL11.glTexCoord2d(u2, v);
GL11.glVertex2i(x + 13, y + 1);
GL11.glEnd();
}
}
renderer.renderRect(x - 1, y - 1, 18, 18, containerTexture);
}