Package crazypants.vecmath

Examples of crazypants.vecmath.Vector3f


          GL11.glPushMatrix();
          GL11.glTranslatef((float) x + 0.5f, (float) y + 0.5f, (float) z + 0.5f);
          {
            GL11.glPushMatrix();
            GL11.glScalef(globalScale, globalScale, globalScale);
            Vector3f pos = new Vector3f(0, 1.2f, 0);
            float size = 0.5f;
            RenderUtil.drawBillboardedText(pos, toRender, size, bgCol);
            GL11.glPopMatrix();
          }
          GL11.glPopMatrix();
View Full Code Here


  public List<Vertex> getCornersWithUvForFace(ForgeDirection face, float minU, float maxU, float minV, float maxV) {
    List<Vertex> result = new ArrayList<Vertex>(4);
    switch (face) {
    case NORTH:
      result.add(new Vertex(new Vector3d(maxX, minY, minZ), new Vector3f(0, 0, -1), new Vector2f(minU, minV)));
      result.add(new Vertex(new Vector3d(minX, minY, minZ), new Vector3f(0, 0, -1), new Vector2f(maxU, minV)));
      result.add(new Vertex(new Vector3d(minX, maxY, minZ), new Vector3f(0, 0, -1), new Vector2f(maxU, maxV)));
      result.add(new Vertex(new Vector3d(maxX, maxY, minZ), new Vector3f(0, 0, -1), new Vector2f(minU, maxV)));
      break;
    case SOUTH:
      result.add(new Vertex(new Vector3d(minX, minY, maxZ), new Vector3f(0, 0, 1), new Vector2f(maxU, minV)));
      result.add(new Vertex(new Vector3d(maxX, minY, maxZ), new Vector3f(0, 0, 1), new Vector2f(minU, minV)));
      result.add(new Vertex(new Vector3d(maxX, maxY, maxZ), new Vector3f(0, 0, 1), new Vector2f(minU, maxV)));
      result.add(new Vertex(new Vector3d(minX, maxY, maxZ), new Vector3f(0, 0, 1), new Vector2f(maxU, maxV)));
      break;
    case EAST:
      result.add(new Vertex(new Vector3d(maxX, maxY, minZ), new Vector3f(1, 0, 0), new Vector2f(maxU, maxV)));
      result.add(new Vertex(new Vector3d(maxX, maxY, maxZ), new Vector3f(1, 0, 0), new Vector2f(minU, maxV)));
      result.add(new Vertex(new Vector3d(maxX, minY, maxZ), new Vector3f(1, 0, 0), new Vector2f(minU, minV)));
      result.add(new Vertex(new Vector3d(maxX, minY, minZ), new Vector3f(1, 0, 0), new Vector2f(maxU, minV)));
      break;
    case WEST:
      result.add(new Vertex(new Vector3d(minX, minY, minZ), new Vector3f(-1, 0, 0), new Vector2f(maxU, minV)));
      result.add(new Vertex(new Vector3d(minX, minY, maxZ), new Vector3f(-1, 0, 0), new Vector2f(minU, minV)));
      result.add(new Vertex(new Vector3d(minX, maxY, maxZ), new Vector3f(-1, 0, 0), new Vector2f(minU, maxV)));
      result.add(new Vertex(new Vector3d(minX, maxY, minZ), new Vector3f(-1, 0, 0), new Vector2f(maxU, maxV)));
      break;
    case UP:
      result.add(new Vertex(new Vector3d(maxX, maxY, maxZ), new Vector3f(0, 1, 0), new Vector2f(minU, minV)));
      result.add(new Vertex(new Vector3d(maxX, maxY, minZ), new Vector3f(0, 1, 0), new Vector2f(minU, maxV)));
      result.add(new Vertex(new Vector3d(minX, maxY, minZ), new Vector3f(0, 1, 0), new Vector2f(maxU, maxV)));
      result.add(new Vertex(new Vector3d(minX, maxY, maxZ), new Vector3f(0, 1, 0), new Vector2f(maxU, minV)));
      break;
    case DOWN: //
    case UNKNOWN:
    default:
      result.add(new Vertex(new Vector3d(minX, minY, minZ), new Vector3f(0, -1, 0), new Vector2f(maxU, maxV)));
      result.add(new Vertex(new Vector3d(maxX, minY, minZ), new Vector3f(0, -1, 0), new Vector2f(minU, maxV)));
      result.add(new Vertex(new Vector3d(maxX, minY, maxZ), new Vector3f(0, -1, 0), new Vector2f(minU, minV)));
      result.add(new Vertex(new Vector3d(minX, minY, maxZ), new Vector3f(0, -1, 0), new Vector2f(maxU, minV)));
      break;
    }
    return result;
  }
View Full Code Here

   */
  public List<Vector3f> getCornersForFace(ForgeDirection face) {
    List<Vector3f> result = new ArrayList<Vector3f>(4);
    switch (face) {
    case NORTH:
      result.add(new Vector3f(minX, maxY, minZ));
      result.add(new Vector3f(maxX, maxY, minZ));
      result.add(new Vector3f(maxX, minY, minZ));
      result.add(new Vector3f(minX, minY, minZ));
      break;
    case SOUTH:
      result.add(new Vector3f(minX, maxY, maxZ));
      result.add(new Vector3f(minX, minY, maxZ));
      result.add(new Vector3f(maxX, minY, maxZ));
      result.add(new Vector3f(maxX, maxY, maxZ));
      break;
    case EAST:
      result.add(new Vector3f(maxX, minY, maxZ));
      result.add(new Vector3f(maxX, minY, minZ));
      result.add(new Vector3f(maxX, maxY, minZ));
      result.add(new Vector3f(maxX, maxY, maxZ));
      break;
    case WEST:
      result.add(new Vector3f(minX, maxY, maxZ));
      result.add(new Vector3f(minX, maxY, minZ));
      result.add(new Vector3f(minX, minY, minZ));
      result.add(new Vector3f(minX, minY, maxZ));
      break;
    case UP:
      result.add(new Vector3f(maxX, maxY, maxZ));
      result.add(new Vector3f(maxX, maxY, minZ));
      result.add(new Vector3f(minX, maxY, minZ));
      result.add(new Vector3f(minX, maxY, maxZ));
      break;
    case DOWN:
    case UNKNOWN:
    default:
      result.add(new Vector3f(minX, minY, maxZ));
      result.add(new Vector3f(minX, minY, minZ));
      result.add(new Vector3f(maxX, minY, minZ));
      result.add(new Vector3f(maxX, minY, maxZ));
      break;
    }
    return result;
  }
View Full Code Here

  public static Vector3f toFloat(int rgb) {
    int r = rgb >> 16 & 255;
    int g = rgb >> 8 & 255;
    int b = rgb & 255;
    return new Vector3f(r / 255F, g / 255F, b / 255F);
  }
View Full Code Here

    GL11.glDisable(GL11.GL_LIGHTING);

    GL11.glEnable(GL11.GL_BLEND);
    GL11.glBlendFunc(GL11.GL_SRC_ALPHA, GL11.GL_ONE_MINUS_SRC_ALPHA);

    Vector3f offset = res.getOffsetFromController();

    GL11.glTranslatef((float) x + offset.x, (float) y + offset.y, (float) z + offset.z);

    BoundingBox bb = res.getLiquidRenderBounds();
View Full Code Here

    TileEntity te = blockAccess.getTileEntity(x, y, z);
    if(te instanceof TileElectricLight) {
      onFace = ((TileElectricLight) te).getFace();
    }

    Vector3f min = new Vector3f();
    Vector3f max = new Vector3f();
    switch (onFace) {
    case UP:
      min.set(BLOCK_EDGE_MIN, 1F - BLOCK_HEIGHT, BLOCK_EDGE_MIN);
      max.set(BLOCK_EDGE_MAX, 1F, BLOCK_EDGE_MAX);
      break;
    case DOWN:
      min.set(BLOCK_EDGE_MIN, 0.0F, BLOCK_EDGE_MIN);
      max.set(BLOCK_EDGE_MAX, BLOCK_HEIGHT, BLOCK_EDGE_MAX);
      break;
    case EAST:
      min.set(1 - BLOCK_HEIGHT, BLOCK_EDGE_MIN, BLOCK_EDGE_MIN);
      max.set(1, BLOCK_EDGE_MAX, BLOCK_EDGE_MAX);
      break;
    case WEST:
      min.set(0, BLOCK_EDGE_MIN, BLOCK_EDGE_MIN);
      max.set(BLOCK_HEIGHT, BLOCK_EDGE_MAX, BLOCK_EDGE_MAX);
      break;
    case NORTH:
      min.set(BLOCK_EDGE_MIN, BLOCK_EDGE_MIN, 0);
      max.set(BLOCK_EDGE_MAX, BLOCK_EDGE_MAX, BLOCK_HEIGHT);
      break;
    case SOUTH:
      min.set(BLOCK_EDGE_MIN, BLOCK_EDGE_MIN, 1 - BLOCK_HEIGHT);
      max.set(BLOCK_EDGE_MAX, BLOCK_EDGE_MAX, 1);
      break;
    case UNKNOWN:
    default:
      min.set(BLOCK_EDGE_MIN, 0.0F, BLOCK_EDGE_MIN);
      max.set(BLOCK_EDGE_MAX, BLOCK_HEIGHT, BLOCK_EDGE_MAX);
      break;
    }

    setBlockBounds(min.x, min.y, min.z, max.x, max.y, max.z);
  }
View Full Code Here

    return res;
  }

  public Vector3f getOffsetFromController() {
    if(!isMultiblock()) {
      return new Vector3f();
    }
    BlockCoord masterBC = multiblock[0];
    BlockCoord myBC = new BlockCoord(xCoord, yCoord, zCoord);
    return new Vector3f(masterBC.x - myBC.x, masterBC.y - myBC.y, masterBC.z - myBC.z);
  }
View Full Code Here

    if ("".equals(toRender) || Config.disableFarmNotification) {
      return;
    }
   
    glDisable(GL_LIGHTING);
    RenderUtil.drawBillboardedText(new Vector3f(x + 0.5, y + 1.5, z + 0.5), toRender, 0.25f);
    glEnable(GL_LIGHTING);

 
View Full Code Here

  }

  private static void createCaps(Vertex[][] segments, double circ, double halfLength) {
    Vertex[] refCrossSection = createUnitCrossSection(0, 0, halfLength, 16, 0);

    Vertex center = new Vertex(new Vector3d(0, 0, halfLength), new Vector3f(0, 0, 1), new Vector2f(0.5f, 0.5f));

    Vertex[] refCoords = new Vertex[refCrossSection.length * 4];
    int index = 0;
    for (int i = 0; i < refCrossSection.length; i++) {
      refCoords[index] = new Vertex(center);
View Full Code Here

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