private void renderBlockSelection(Entity viewEntity) {
RenderHelper.enableStandardItemLighting();
ServerBlockSystemHandler structureHandler = BlockSystems.PROXY.getBlockSystemHandler(this.blockSystem.getMainWorld());
if (viewEntity instanceof EntityPlayer && structureHandler.getMousedOver((EntityPlayer) viewEntity) == this.blockSystem) {
BlockSystemPlayerHandler handler = structureHandler.get(this.blockSystem, MC.player);
if (handler != null) {
RayTraceResult result = handler.getMouseOver();
BlockPos pos = result.getBlockPos();
GlStateManager.enableBlend();
GlStateManager.tryBlendFuncSeparate(GlStateManager.SourceFactor.SRC_ALPHA, GlStateManager.DestFactor.ONE_MINUS_SRC_ALPHA, GlStateManager.SourceFactor.ONE, GlStateManager.DestFactor.ZERO);
GlStateManager.glLineWidth(2.0F);
GlStateManager.disableTexture2D();
GlStateManager.depthMask(false);
IBlockState state = this.blockSystem.getBlockState(pos);
if (state.getMaterial() != Material.AIR) {
RenderGlobal.drawSelectionBoundingBox(state.getSelectedBoundingBox(this.blockSystem, pos).expandXyz(0.002), 0.0F, 0.0F, 0.0F, 0.4F);
}
GlStateManager.depthMask(true);
GlStateManager.enableTexture2D();
GlStateManager.disableBlend();
}
}
}
BlockSystemRenderer.java 文件源码
java
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项目:BlockSystems
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