@Override public void invalidate() { super.invalidate(); try { renderer.deleteAllDisplayLists(); } catch (NullPointerException ex) { } PortalgunMod.portalList.remove(this); }
@SubscribeEvent @SideOnly(Side.CLIENT) public void renderCeramicsSelection(DrawBlockHighlightEvent event) { if (event.target.subHit == -1) { return; } Coord c = Coord.fromMop(event.player.worldObj, event.target); TileEntityGreenware clay = c.getTE(TileEntityGreenware.class); if (clay == null) { return; } if (event.target.subHit < 0 || event.target.subHit >= clay.parts.size()) { return; } event.setCanceled(true); EntityPlayer player = event.player; double partial = event.partialTicks; ClayLump lump = clay.parts.get(event.target.subHit); Block block = new Block(Material.rock); lump.toRotatedBlockBounds(clay, block); double widen = 0.002; double oX = player.lastTickPosX + (player.posX - player.lastTickPosX) * partial; double oY = player.lastTickPosY + (player.posY - player.lastTickPosY) * partial; double oZ = player.lastTickPosZ + (player.posZ - player.lastTickPosZ) * partial; AxisAlignedBB bb = block .getSelectedBoundingBox(c.w, c.toBlockPos()) .expand(widen, widen, widen) .offset(-oX, -oY, -oZ); GL11.glEnable(GL11.GL_BLEND); GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(false); float r = 0xFF; GL11.glLineWidth(2.0F); GL11.glColor4f(0, 0, 0, 0.4F); // GL11.glColor4f(0x4D/r, 0x34/r, 0x7C/r, 0.8F); //#4D347C RenderGlobal.drawSelectionBoundingBox(bb); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); // TODO: If the rotation tool is selected, may draw the axis? // Oooooh, we could also draw the offset position for *EVERY* tool... }
public static void renderEntityBounds(Entity entity, float partialTick) { Minecraft mc = Minecraft.getMinecraft(); if (!mc.gameSettings.hideGUI) { // Render bounding box around entity if it is being looked at. MovingObjectPosition lookingAt = mc.objectMouseOver; if (lookingAt != null && lookingAt.typeOfHit == MovingObjectType.ENTITY && lookingAt.entityHit == entity) { GL11.glPushAttrib(GL11.GL_CURRENT_BIT); GlStateManager.enableBlend(); GlStateManager.tryBlendFuncSeparate(770, 771, 1, 0); GlStateManager.color(0, 0, 0, 0.4F); GL11.glLineWidth(2); GlStateManager.disableTexture2D(); GlStateManager.depthMask(false); float expand = entity.getCollisionBorderSize() + 0.002F; double offX = entity.lastTickPosX + (entity.posX - entity.lastTickPosX) * partialTick; double offY = entity.lastTickPosY + (entity.posY - entity.lastTickPosY) * partialTick; double offZ = entity.lastTickPosZ + (entity.posZ - entity.lastTickPosZ) * partialTick; RenderGlobal.drawOutlinedBoundingBox( entity .getEntityBoundingBox() .expand(expand, expand, expand) .offset(-offX, -offY, -offZ), -1); GlStateManager.depthMask(true); GlStateManager.enableTexture2D(); GlStateManager.disableBlend(); GL11.glPopAttrib(); } } }
// public static ArrayListMultimap<ChunkCoordinates, AxisAlignedBB> additionalBlockBounds = // ArrayListMultimap.create(); // public static void addAdditionalBlockBounds(ChunkCoordinates cc, AxisAlignedBB aabb) // { // for(AxisAlignedBB aabb1 : additionalBlockBounds.get(cc)) // if(aabb1.toString().equals(aabb.toString())) // return; // additionalBlockBounds.put(cc, aabb); // } @SubscribeEvent() public void renderAdditionalBlockBounds(DrawBlockHighlightEvent event) { if (event.subID == 0 && event.target.typeOfHit == MovingObjectPosition.MovingObjectType.BLOCK) { float f1 = 0.002F; double d0 = event.player.lastTickPosX + (event.player.posX - event.player.lastTickPosX) * (double) event.partialTicks; double d1 = event.player.lastTickPosY + (event.player.posY - event.player.lastTickPosY) * (double) event.partialTicks; double d2 = event.player.lastTickPosZ + (event.player.posZ - event.player.lastTickPosZ) * (double) event.partialTicks; // if(additionalBlockBounds.containsKey(new // ChunkCoordinates(event.target.blockX,event.target.blockY,event.target.blockZ))) if (event.player.worldObj.getBlock( event.target.blockX, event.target.blockY, event.target.blockZ) instanceof IEBlockInterfaces.ICustomBoundingboxes) { ChunkCoordinates cc = new ChunkCoordinates(event.target.blockX, event.target.blockY, event.target.blockZ); IEBlockInterfaces.ICustomBoundingboxes block = (IEBlockInterfaces.ICustomBoundingboxes) event.player.worldObj.getBlock( event.target.blockX, event.target.blockY, event.target.blockZ); Set<AxisAlignedBB> set = block.addCustomSelectionBoxesToList( event.player.worldObj, cc.posX, cc.posY, cc.posZ, event.player); if (!set.isEmpty()) { // // if(!(event.player.worldObj.getTileEntity(event.target.blockX,event.target.blockY,event.target.blockZ) instanceof IEBlockInterfaces.ICustomBoundingboxes)) // { // additionalBlockBounds.removeAll(cc); // return; // } GL11.glEnable(GL11.GL_BLEND); OpenGlHelper.glBlendFunc(770, 771, 1, 0); GL11.glColor4f(0.0F, 0.0F, 0.0F, 0.4F); GL11.glLineWidth(2.0F); GL11.glDisable(GL11.GL_TEXTURE_2D); GL11.glDepthMask(false); for (AxisAlignedBB aabb : set) // for(AxisAlignedBB aabb : additionalBlockBounds.get(cc)) if (aabb != null) RenderGlobal.drawOutlinedBoundingBox( aabb.getOffsetBoundingBox(cc.posX, cc.posY, cc.posZ) .expand((double) f1, (double) f1, (double) f1) .getOffsetBoundingBox(-d0, -d1, -d2), -1); GL11.glDepthMask(true); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); event.setCanceled(true); } } ItemStack stack = event.player.getCurrentEquippedItem(); World world = event.player.worldObj; if (stack != null && stack.getItem() instanceof ItemDrill && ((ItemDrill) stack.getItem()) .isEffective( world .getBlock(event.target.blockX, event.target.blockY, event.target.blockZ) .getMaterial())) { ItemStack head = ((ItemDrill) stack.getItem()).getHead(stack); if (head != null) { int side = event.target.sideHit; int diameter = ((IDrillHead) head.getItem()).getMiningSize(head) + ((ItemDrill) stack.getItem()).getUpgrades(stack).getInteger("size"); int depth = ((IDrillHead) head.getItem()).getMiningDepth(head) + ((ItemDrill) stack.getItem()).getUpgrades(stack).getInteger("depth"); int startX = event.target.blockX; int startY = event.target.blockY; int startZ = event.target.blockZ; if (diameter % 2 == 0) // even numbers { float hx = (float) event.target.hitVec.xCoord - event.target.blockX; float hy = (float) event.target.hitVec.yCoord - event.target.blockY; float hz = (float) event.target.hitVec.zCoord - event.target.blockZ; if ((side < 2 && hx < .5) || (side < 4 && hx < .5)) startX -= diameter / 2; if (side > 1 && hy < .5) startY -= diameter / 2; if ((side < 2 && hz < .5) || (side > 3 && hz < .5)) startZ -= diameter / 2; } else // odd numbers { startX -= (side == 4 || side == 5 ? 0 : diameter / 2); startY -= (side == 0 || side == 1 ? 0 : diameter / 2); startZ -= (side == 2 || side == 3 ? 0 : diameter / 2); } GL11.glColor4f(0.1F, 0.1F, 0.1F, 0.4F); GL11.glLineWidth(1F); GL11.glDisable(GL11.GL_TEXTURE_2D); // AxisAlignedBB aabb = AxisAlignedBB.getBoundingBox(startX,startY,startZ, // startX+(side==4||side==5?1:diameter),startY+(side==0||side==1?1:diameter),startZ+(side==2||side==3?1: diameter)); // RenderGlobal.drawOutlinedBoundingBox(aabb.expand((double)f1, (double)f1, // (double)f1).getOffsetBoundingBox(-d0, -d1, -d2), -1); for (int dd = 0; dd < depth; dd++) for (int dw = 0; dw < diameter; dw++) for (int dh = 0; dh < diameter; dh++) { int x = startX + (side == 4 || side == 5 ? dd : dw); int y = startY + (side == 0 || side == 1 ? dd : dh); int z = startZ + (side == 0 || side == 1 ? dh : side == 4 || side == 5 ? dw : dd); Block block = event.player.worldObj.getBlock(x, y, z); if (block != null && !block.isAir(world, x, y, z) && block.getPlayerRelativeBlockHardness(event.player, world, x, y, z) != 0) { if (!((ItemDrill) stack.getItem()) .canBreakExtraBlock( world, block, x, y, z, world.getBlockMetadata(x, y, z), event.player, stack, head, false)) continue; AxisAlignedBB aabb = block.getSelectedBoundingBoxFromPool(event.player.worldObj, x, y, z); if (aabb != null) { RenderGlobal.drawOutlinedBoundingBox( aabb.expand((double) f1, (double) f1, (double) f1) .getOffsetBoundingBox(-d0, -d1, -d2), -1); } } } GL11.glDepthMask(true); GL11.glEnable(GL11.GL_TEXTURE_2D); GL11.glDisable(GL11.GL_BLEND); } } } }