RenderManager.java 文件源码

java
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项目:DecompiledMinecraft 作者:
/**
 * Renders the bounding box around an entity when F3+B is pressed
 */
private void renderDebugBoundingBox(Entity entityIn, double p_85094_2_, double p_85094_4_, double p_85094_6_, float p_85094_8_, float p_85094_9_)
{
    GlStateManager.depthMask(false);
    GlStateManager.disableTexture2D();
    GlStateManager.disableLighting();
    GlStateManager.disableCull();
    GlStateManager.disableBlend();
    float f = entityIn.width / 2.0F;
    AxisAlignedBB axisalignedbb = entityIn.getEntityBoundingBox();
    AxisAlignedBB axisalignedbb1 = new AxisAlignedBB(axisalignedbb.minX - entityIn.posX + p_85094_2_, axisalignedbb.minY - entityIn.posY + p_85094_4_, axisalignedbb.minZ - entityIn.posZ + p_85094_6_, axisalignedbb.maxX - entityIn.posX + p_85094_2_, axisalignedbb.maxY - entityIn.posY + p_85094_4_, axisalignedbb.maxZ - entityIn.posZ + p_85094_6_);
    RenderGlobal.func_181563_a(axisalignedbb1, 255, 255, 255, 255);

    if (entityIn instanceof EntityLivingBase)
    {
        float f1 = 0.01F;
        RenderGlobal.func_181563_a(new AxisAlignedBB(p_85094_2_ - (double)f, p_85094_4_ + (double)entityIn.getEyeHeight() - 0.009999999776482582D, p_85094_6_ - (double)f, p_85094_2_ + (double)f, p_85094_4_ + (double)entityIn.getEyeHeight() + 0.009999999776482582D, p_85094_6_ + (double)f), 255, 0, 0, 255);
    }

    Tessellator tessellator = Tessellator.getInstance();
    WorldRenderer worldrenderer = tessellator.getWorldRenderer();
    Vec3 vec3 = entityIn.getLook(p_85094_9_);
    worldrenderer.begin(3, DefaultVertexFormats.POSITION_COLOR);
    worldrenderer.pos(p_85094_2_, p_85094_4_ + (double)entityIn.getEyeHeight(), p_85094_6_).color(0, 0, 255, 255).endVertex();
    worldrenderer.pos(p_85094_2_ + vec3.xCoord * 2.0D, p_85094_4_ + (double)entityIn.getEyeHeight() + vec3.yCoord * 2.0D, p_85094_6_ + vec3.zCoord * 2.0D).color(0, 0, 255, 255).endVertex();
    tessellator.draw();
    GlStateManager.enableTexture2D();
    GlStateManager.enableLighting();
    GlStateManager.enableCull();
    GlStateManager.disableBlend();
    GlStateManager.depthMask(true);
}
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