diff options
Diffstat (limited to 'src/main/java/at/hannibal2/skyhanni/utils')
-rw-r--r-- | src/main/java/at/hannibal2/skyhanni/utils/LorenzUtils.kt | 2 | ||||
-rw-r--r-- | src/main/java/at/hannibal2/skyhanni/utils/RenderUtils.kt | 114 |
2 files changed, 64 insertions, 52 deletions
diff --git a/src/main/java/at/hannibal2/skyhanni/utils/LorenzUtils.kt b/src/main/java/at/hannibal2/skyhanni/utils/LorenzUtils.kt index 2724d40e5..190d093a3 100644 --- a/src/main/java/at/hannibal2/skyhanni/utils/LorenzUtils.kt +++ b/src/main/java/at/hannibal2/skyhanni/utils/LorenzUtils.kt @@ -634,7 +634,7 @@ object LorenzUtils { enumValueOfOrNull<T>(name) ?: kotlin.error("Unknown enum constant for ${enumValues<T>().first().name.javaClass.simpleName}: '$name'") - fun isInDevEnviromen() = Launch.blackboard.get("fml.deobfuscatedEnvironment") as Boolean + fun isInDevEnviromen() = Launch.blackboard["fml.deobfuscatedEnvironment"] as Boolean fun shutdownMinecraft(reason: String? = null) { System.err.println("SkyHanni-${SkyHanniMod.version} forced the game to shutdown.") diff --git a/src/main/java/at/hannibal2/skyhanni/utils/RenderUtils.kt b/src/main/java/at/hannibal2/skyhanni/utils/RenderUtils.kt index 60beaf029..b7bbf9487 100644 --- a/src/main/java/at/hannibal2/skyhanni/utils/RenderUtils.kt +++ b/src/main/java/at/hannibal2/skyhanni/utils/RenderUtils.kt @@ -858,10 +858,9 @@ object RenderUtils { drawFilledBoundingBox_nea(aabb, c, alphaMultiplier, renderRelativeToCamera, drawVerticalBarriers, partialTicks) } - fun drawWireframeBoundingBox_nea( aabb: AxisAlignedBB, - c: Color, + color: Color, partialTicks: Float, ) { GlStateManager.enableBlend() @@ -877,37 +876,45 @@ object RenderUtils { val tessellator = Tessellator.getInstance() val worldRenderer = tessellator.worldRenderer - GlStateManager.color(c.red / 255f, c.green / 255f, c.blue / 255f, c.alpha / 255f) + with(color) { + GlStateManager.color(red / 255f, green / 255f, blue / 255f, alpha / 255f) + } // Bottom face worldRenderer.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION) - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.minY, effectiveAABB.minZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.minY, effectiveAABB.minZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.minY, effectiveAABB.maxZ).endVertex() - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.minY, effectiveAABB.maxZ).endVertex() + with(effectiveAABB) { + worldRenderer.pos(minX, minY, minZ).endVertex() + worldRenderer.pos(maxX, minY, minZ).endVertex() + worldRenderer.pos(maxX, minY, maxZ).endVertex() + worldRenderer.pos(minX, minY, maxZ).endVertex() + } tessellator.draw() // Top face worldRenderer.begin(GL11.GL_LINE_LOOP, DefaultVertexFormats.POSITION) - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.maxY, effectiveAABB.maxZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.maxY, effectiveAABB.maxZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.maxY, effectiveAABB.minZ).endVertex() - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.maxY, effectiveAABB.minZ).endVertex() + with(effectiveAABB) { + worldRenderer.pos(minX, maxY, maxZ).endVertex() + worldRenderer.pos(maxX, maxY, maxZ).endVertex() + worldRenderer.pos(maxX, maxY, minZ).endVertex() + worldRenderer.pos(minX, maxY, minZ).endVertex() + } tessellator.draw() worldRenderer.begin(GL11.GL_LINES, DefaultVertexFormats.POSITION) - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.minY, effectiveAABB.minZ).endVertex() - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.maxY, effectiveAABB.minZ).endVertex() + with(effectiveAABB) { + worldRenderer.pos(minX, minY, minZ).endVertex() + worldRenderer.pos(minX, maxY, minZ).endVertex() - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.minY, effectiveAABB.maxZ).endVertex() - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.maxY, effectiveAABB.maxZ).endVertex() + worldRenderer.pos(minX, minY, maxZ).endVertex() + worldRenderer.pos(minX, maxY, maxZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.minY, effectiveAABB.minZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.maxY, effectiveAABB.minZ).endVertex() + worldRenderer.pos(maxX, minY, minZ).endVertex() + worldRenderer.pos(maxX, maxY, minZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.minY, effectiveAABB.maxZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.maxY, effectiveAABB.maxZ).endVertex() + worldRenderer.pos(maxX, minY, maxZ).endVertex() + worldRenderer.pos(maxX, maxY, maxZ).endVertex() + } tessellator.draw() @@ -916,7 +923,6 @@ object RenderUtils { GlStateManager.disableBlend() } - fun drawFilledBoundingBox_nea( aabb: AxisAlignedBB, c: Color, @@ -951,17 +957,19 @@ object RenderUtils { if (drawVerticalBarriers) { GlStateManager.color(c.red / 255f, c.green / 255f, c.blue / 255f, c.alpha / 255f * alphaMultiplier) worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.minY, effectiveAABB.minZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.minY, effectiveAABB.minZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.minY, effectiveAABB.maxZ).endVertex() - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.minY, effectiveAABB.maxZ).endVertex() - tessellator.draw() - worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.maxY, effectiveAABB.maxZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.maxY, effectiveAABB.maxZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.maxY, effectiveAABB.minZ).endVertex() - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.maxY, effectiveAABB.minZ).endVertex() - tessellator.draw() + with(effectiveAABB) { + worldRenderer.pos(minX, minY, minZ).endVertex() + worldRenderer.pos(maxX, minY, minZ).endVertex() + worldRenderer.pos(maxX, minY, maxZ).endVertex() + worldRenderer.pos(minX, minY, maxZ).endVertex() + tessellator.draw() + worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) + worldRenderer.pos(minX, maxY, maxZ).endVertex() + worldRenderer.pos(maxX, maxY, maxZ).endVertex() + worldRenderer.pos(maxX, maxY, minZ).endVertex() + worldRenderer.pos(minX, maxY, minZ).endVertex() + tessellator.draw() + } } GlStateManager.color( c.red / 255f * 0.8f, @@ -972,16 +980,18 @@ object RenderUtils { //x worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.minY, effectiveAABB.maxZ).endVertex() - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.maxY, effectiveAABB.maxZ).endVertex() - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.maxY, effectiveAABB.minZ).endVertex() - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.minY, effectiveAABB.minZ).endVertex() - tessellator.draw() - worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.minY, effectiveAABB.minZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.maxY, effectiveAABB.minZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.maxY, effectiveAABB.maxZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.minY, effectiveAABB.maxZ).endVertex() + with(effectiveAABB) { + worldRenderer.pos(minX, minY, maxZ).endVertex() + worldRenderer.pos(minX, maxY, maxZ).endVertex() + worldRenderer.pos(minX, maxY, minZ).endVertex() + worldRenderer.pos(minX, minY, minZ).endVertex() + tessellator.draw() + worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) + worldRenderer.pos(maxX, minY, minZ).endVertex() + worldRenderer.pos(maxX, maxY, minZ).endVertex() + worldRenderer.pos(maxX, maxY, maxZ).endVertex() + worldRenderer.pos(maxX, minY, maxZ).endVertex() + } tessellator.draw() GlStateManager.color( c.red / 255f * 0.9f, @@ -991,16 +1001,18 @@ object RenderUtils { ) //z worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.maxY, effectiveAABB.minZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.maxY, effectiveAABB.minZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.minY, effectiveAABB.minZ).endVertex() - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.minY, effectiveAABB.minZ).endVertex() - tessellator.draw() - worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.minY, effectiveAABB.maxZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.minY, effectiveAABB.maxZ).endVertex() - worldRenderer.pos(effectiveAABB.maxX, effectiveAABB.maxY, effectiveAABB.maxZ).endVertex() - worldRenderer.pos(effectiveAABB.minX, effectiveAABB.maxY, effectiveAABB.maxZ).endVertex() + with(effectiveAABB) { + worldRenderer.pos(minX, maxY, minZ).endVertex() + worldRenderer.pos(maxX, maxY, minZ).endVertex() + worldRenderer.pos(maxX, minY, minZ).endVertex() + worldRenderer.pos(minX, minY, minZ).endVertex() + tessellator.draw() + worldRenderer.begin(GL11.GL_QUADS, DefaultVertexFormats.POSITION) + worldRenderer.pos(minX, minY, maxZ).endVertex() + worldRenderer.pos(maxX, minY, maxZ).endVertex() + worldRenderer.pos(maxX, maxY, maxZ).endVertex() + worldRenderer.pos(minX, maxY, maxZ).endVertex() + } tessellator.draw() GlStateManager.enableTexture2D() GlStateManager.enableCull() |