use of net.minecraft.util.math.vector.Matrix3f in project BluePower by Qmunity.
the class RenderHelper method drawColoredCube.
/**
* Draws a colored cube with the size of vector. All faces have the specified color. This uses OpenGL
*
* @author Koen Beckers (K4Unl) and Amadornes
* @param vector
*/
public static void drawColoredCube(AxisAlignedBB vector, IVertexBuilder vertexBuilder, MatrixStack matrixStack, int r, int g, int b, int a, int light, boolean... renderFaces) {
MatrixStack.Entry entry = matrixStack.last();
Matrix4f positionMatrix = entry.pose();
Matrix3f normalMatrix = entry.normal();
TextureAtlasSprite sprite = Minecraft.getInstance().getModelManager().getModel(new ModelResourceLocation("minecraft:white_concrete", "")).getParticleIcon();
float minU = sprite.getU0();
float maxU = sprite.getU1();
float minV = sprite.getV0();
float maxV = sprite.getV1();
// Top side
if (renderFaces.length < 1 || renderFaces[0]) {
vertexBuilder.vertex(positionMatrix, (float) vector.minX, (float) vector.maxY, (float) vector.maxZ).color(r, g, b, a).uv(minU, maxV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 0.0F, 1.0F, 0.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.maxX, (float) vector.maxY, (float) vector.maxZ).color(r, g, b, a).uv(minU, minV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 0.0F, 1.0F, 0.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.maxX, (float) vector.maxY, (float) vector.minZ).color(r, g, b, a).uv(maxU, minV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 0.0F, 1.0F, 0.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.minX, (float) vector.maxY, (float) vector.minZ).color(r, g, b, a).uv(maxU, maxV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 0.0F, 1.0F, 0.0F).endVertex();
}
// Bottom side
if (renderFaces.length < 2 || renderFaces[1]) {
vertexBuilder.vertex(positionMatrix, (float) vector.maxX, (float) vector.minY, (float) vector.maxZ).color(r, g, b, a).uv(minU, maxV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 0.0F, -1.0F, 0.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.minX, (float) vector.minY, (float) vector.maxZ).color(r, g, b, a).uv(minU, minV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 0.0F, -1.0F, 0.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.minX, (float) vector.minY, (float) vector.minZ).color(r, g, b, a).uv(maxU, minV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 0.0F, -1.0F, 0.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.maxX, (float) vector.minY, (float) vector.minZ).color(r, g, b, a).uv(maxU, maxV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 0.0F, -1.0F, 0.0F).endVertex();
}
// Draw west side:
if (renderFaces.length < 3 || renderFaces[5]) {
vertexBuilder.vertex(positionMatrix, (float) vector.minX, (float) vector.minY, (float) vector.maxZ).color(r, g, b, a).uv(minU, maxV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, -1.0F, 0.0F, 0.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.minX, (float) vector.maxY, (float) vector.maxZ).color(r, g, b, a).uv(minU, minV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, -1.0F, 0.0F, 0.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.minX, (float) vector.maxY, (float) vector.minZ).color(r, g, b, a).uv(maxU, minV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, -1.0F, 0.0F, 0.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.minX, (float) vector.minY, (float) vector.minZ).color(r, g, b, a).uv(maxU, maxV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, -1.0F, 0.0F, 0.0F).endVertex();
}
// Draw east side:
if (renderFaces.length < 4 || renderFaces[4]) {
vertexBuilder.vertex(positionMatrix, (float) vector.maxX, (float) vector.minY, (float) vector.minZ).color(r, g, b, a).uv(minU, maxV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 1.0F, 0.0F, 0.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.maxX, (float) vector.maxY, (float) vector.minZ).color(r, g, b, a).uv(minU, minV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 1.0F, 0.0F, 0.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.maxX, (float) vector.maxY, (float) vector.maxZ).color(r, g, b, a).uv(maxU, minV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 1.0F, 0.0F, 0.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.maxX, (float) vector.minY, (float) vector.maxZ).color(r, g, b, a).uv(maxU, maxV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 1.0F, 0.0F, 0.0F).endVertex();
}
// Draw north side
if (renderFaces.length < 5 || renderFaces[3]) {
vertexBuilder.vertex(positionMatrix, (float) vector.minX, (float) vector.minY, (float) vector.minZ).color(r, g, b, a).uv(minU, maxV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 0.0F, 0.0F, -1.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.minX, (float) vector.maxY, (float) vector.minZ).color(r, g, b, a).uv(minU, minV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 0.0F, 0.0F, -1.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.maxX, (float) vector.maxY, (float) vector.minZ).color(r, g, b, a).uv(maxU, minV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 0.0F, 0.0F, -1.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.maxX, (float) vector.minY, (float) vector.minZ).color(r, g, b, a).uv(maxU, maxV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 0.0F, 0.0F, -1.0F).endVertex();
}
// Draw south side
if (renderFaces.length < 6 || renderFaces[2]) {
vertexBuilder.vertex(positionMatrix, (float) vector.minX, (float) vector.minY, (float) vector.maxZ).color(r, g, b, a).uv(minU, maxV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 0.0F, 0.0F, 1.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.maxX, (float) vector.minY, (float) vector.maxZ).color(r, g, b, a).uv(minU, minV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 0.0F, 0.0F, 1.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.maxX, (float) vector.maxY, (float) vector.maxZ).color(r, g, b, a).uv(maxU, minV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 0.0F, 0.0F, 1.0F).endVertex();
vertexBuilder.vertex(positionMatrix, (float) vector.minX, (float) vector.maxY, (float) vector.maxZ).color(r, g, b, a).uv(maxU, maxV).overlayCoords(OverlayTexture.NO_OVERLAY).uv2(light).normal(normalMatrix, 0.0F, 0.0F, 1.0F).endVertex();
}
}
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