use of logisticspipes.utils.math.Vertex in project LogisticsPipes by RS485.
the class SideConfigDisplay method renderSelection.
private void renderSelection() {
if (selection == null) {
return;
}
GL11.glPushMatrix();
GL11.glShadeModel(GL11.GL_FLAT);
GL11.glAlphaFunc(GL11.GL_GREATER, 0.1F);
GL11.glMatrixMode(GL11.GL_MODELVIEW);
GL11.glPopMatrix();
GL11.glDisable(GL11.GL_ALPHA_TEST);
if (selection.hit.typeOfHit == MovingObjectPosition.MovingObjectType.BLOCK) {
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);
float f1 = 0.002F;
Block block = mc.theWorld.getBlock(selection.hit.blockX, selection.hit.blockY, selection.hit.blockZ);
if (block.getMaterial() != Material.air) {
if (block instanceof LogisticsBlockGenericPipe) {
LogisticsBlockGenericPipe.bypassPlayerTrace = cachedLPBlockTrace;
}
block.setBlockBoundsBasedOnState(mc.theWorld, selection.hit.blockX, selection.hit.blockY, selection.hit.blockZ);
double d0 = origin.x - eye.x;
double d1 = origin.y - eye.y;
double d2 = origin.z - eye.z;
RenderGlobal.drawOutlinedBoundingBox(block.getSelectedBoundingBoxFromPool(mc.theWorld, selection.hit.blockX, selection.hit.blockY, selection.hit.blockZ).expand((double) f1, (double) f1, (double) f1).getOffsetBoundingBox(-d0, -d1, -d2), -1);
if (block instanceof LogisticsBlockGenericPipe) {
LogisticsBlockGenericPipe.bypassPlayerTrace = null;
}
}
GL11.glDepthMask(true);
GL11.glEnable(GL11.GL_TEXTURE_2D);
GL11.glDisable(GL11.GL_BLEND);
}
GL11.glEnable(GL11.GL_ALPHA_TEST);
BoundingBox bb = new BoundingBox(new DoubleCoordinates(selection.config));
IIcon icon = Textures.LOGISTICS_SIDE_SELECTION;
List<Vertex> corners = bb.getCornersWithUvForFace(selection.face, icon.getMinU(), icon.getMaxU(), icon.getMinV(), icon.getMaxV());
GL11.glDisable(GL11.GL_DEPTH_TEST);
GL11.glDisable(GL11.GL_LIGHTING);
RenderUtil.bindBlockTexture();
GL11.glColor3f(1, 1, 1);
Tessellator.instance.startDrawingQuads();
Tessellator.instance.setColorOpaque_F(1, 1, 1);
Vector3d trans = new Vector3d((-origin.x) + eye.x, (-origin.y) + eye.y, (-origin.z) + eye.z);
Tessellator.instance.setTranslation(trans.x, trans.y, trans.z);
RenderUtil.addVerticesToTesselator(corners);
Tessellator.instance.draw();
Tessellator.instance.setTranslation(0, 0, 0);
}
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