Java Code Examples for net.minecraft.client.renderer.texture.TextureAtlasSprite#getInterpolatedV()
The following examples show how to use
net.minecraft.client.renderer.texture.TextureAtlasSprite#getInterpolatedV() .
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Example 1
Source File: AbstractBakedModel.java From GregTech with GNU Lesser General Public License v3.0 | 5 votes |
protected void putVertex(UnpackedBakedQuad.Builder builder, Vec3d normal, TextureAtlasSprite sprite, double x, double y, double z, float u, float v, int rgbaColor) { for (int e = 0; e < format.getElementCount(); e++) { switch (format.getElement(e).getUsage()) { case POSITION: builder.put(e, (float) x, (float) y, (float) z, 1.0f); break; case COLOR: float red = ((rgbaColor >> 16) & 0xFF) / 255.0f; float green = ((rgbaColor >> 8) & 0xFF) / 255.0f; float blue = ((rgbaColor) & 0xFF) / 255.0f; builder.put(e, red, green, blue, 1.0f); break; case UV: if (format.getElement(e).getIndex() == 0) { u = sprite.getInterpolatedU(u); v = sprite.getInterpolatedV(v); builder.put(e, u, v, 0f, 1f); break; } case NORMAL: builder.put(e, (float) normal.x, (float) normal.y, (float) normal.z, 0f); break; default: builder.put(e); break; } } }
Example 2
Source File: IconVertexRangeUVTransform.java From CodeChickenLib with GNU Lesser General Public License v2.1 | 5 votes |
@Override public void operate(CCRenderState ccrs) { UV uv = ccrs.vert.uv; int index = ccrs.vertexIndex; TextureAtlasSprite sprite = getSpriteForVertexIndex(index); if (sprite == null) { return; } uv.u = sprite.getInterpolatedU(uv.u * 16); uv.v = sprite.getInterpolatedV(uv.v * 16); ccrs.sprite = getSpriteForVertexIndex(ccrs.vertexIndex); }
Example 3
Source File: FacadeRenderer.java From GregTech with GNU Lesser General Public License v3.0 | 4 votes |
public static List<CCQuad> sliceQuads(List<CCQuad> quads, int side, Cuboid6 bounds) { boolean flag, flag2; double[][] quadPos = new double[4][3]; boolean[] flat = new boolean[3]; int verticesPerFace = 4; List<CCQuad> finalQuads = new LinkedList<>(); for (CCQuad quad : quads) { flag = flag2 = false; for (int i = 0; i < 3; i++) { flat[i] = true; } Vector3 first = quad.vertices[0].vec; for (int v = 0; v < 4; v++) { quadPos[v] = quad.vertices[v].vec.toArrayD(); flag = flag || quadPos[v][sideOffsets[side]] != sideSoftBounds[side]; flag2 = flag2 || quadPos[v][sideOffsets[side]] != (1 - sideSoftBounds[side]); if (v != 0) { flat[0] = flat[0] && quad.vertices[v].vec.x == first.x; flat[1] = flat[1] && quad.vertices[v].vec.y == first.y; flat[2] = flat[2] && quad.vertices[v].vec.z == first.z; } } int s = -1; if (flag && flag2) { for (int vi = 0; vi < 3; vi++) { if (flat[vi]) { if (vi != sideOffsets[side]) { s = vi; break; } else { flag = false; } } } } for (int k2 = 0; k2 < verticesPerFace; k2++) { boolean flag3 = quadPos[k2][sideOffsets[side]] != sideSoftBounds[side]; for (int j = 0; j < 3; j++) { if (j == sideOffsets[side]) { quadPos[k2][j] = clampF(quadPos[k2][j], bounds, j); } else { if (flag && flag2 && flag3) { quadPos[k2][j] = MathHelper.clamp(quadPos[k2][j], FACADE_RENDER_OFFSET, FACADE_RENDER_OFFSET2); } } } if (s != -1) { double u, v; if (s == 0) { u = quadPos[k2][1]; v = quadPos[k2][2]; } else if (s == 1) { u = quadPos[k2][0]; v = quadPos[k2][2]; } else { u = quadPos[k2][0]; v = quadPos[k2][1]; } u = MathHelper.clamp(u, 0, 1) * 16; v = MathHelper.clamp(v, 0, 1) * 16; TextureAtlasSprite sideTexture = quad.sprite; u = sideTexture.getInterpolatedU(u); v = sideTexture.getInterpolatedV(v); quad.vertices[k2].uv.set(u, v); quad.tintIndex = -1; } quad.vertices[k2].vec.set(quadPos[k2]); } finalQuads.add(quad); } return finalQuads; }
Example 4
Source File: MultiIconTransformation.java From CodeChickenLib with GNU Lesser General Public License v2.1 | 4 votes |
@Override public void apply(UV uv) { TextureAtlasSprite icon = icons[uv.tex % icons.length]; uv.u = icon.getInterpolatedU(uv.u * 16); uv.v = icon.getInterpolatedV(uv.v * 16); }