public class Tools3D
extends java.lang.Object
| Modifier and Type | Class and Description |
|---|---|
static class |
Tools3D.ClassPlaceMyWorld3DModel
Platzieren von 3D Objekten
|
| Constructor and Description |
|---|
Tools3D() |
| Modifier and Type | Method and Description |
|---|---|
static float[] |
convertCollisionNormal(net.risingworld.api.utils.Vector3f collisionNormal,
boolean standUp)
Convertiert die Collision's Normale von (0.0,...,0.5,...,1.0,-1.0,...,-0.5,...,0.0) zu (0.0,...,0.5,...,1.0,...,1.5,...,2.0) im Verhältnis zu PI
|
static net.risingworld.api.worldelements.World3DModel |
createNewWorld3DModel(net.risingworld.api.utils.ModelInformation model,
net.risingworld.api.utils.ImageInformation texture,
float size,
net.risingworld.api.utils.Vector3f position,
net.risingworld.api.utils.Quaternion rotation,
boolean collision)
A convenient function to create a new World3DModel element.
|
int |
getDEFAULT_ITEM_STRENGTH() |
java.lang.String |
getKEY_ATTRIBUTE_STRENGTH() |
static void |
refreshWorld3DModel(net.risingworld.api.worldelements.World3DModel model)
Sihe refreshWorld3DModel(World3DModel model, false, false)
|
static void |
refreshWorld3DModel(net.risingworld.api.worldelements.World3DModel model,
boolean collision,
boolean interaction)
Workaround: Via Reflection 3D Model Update
|
static net.risingworld.api.utils.Vector3f |
roundGrid(net.risingworld.api.utils.Vector3f targetPosition,
int grid,
net.risingworld.api.utils.Vector3f collisionNormal)
Rundet die targetPosition auf den jwaliegen Grid Factor in berücksichtiegung auf die CollisionNormal
|
static net.risingworld.api.utils.Vector3f |
roundViewDirection(net.risingworld.api.utils.Vector3f viewDirection)
Rundet die ViewDirection für die beiden Flächen Koordinaten auf (-1.0,0.0,1.0), die Höhe wird auf 1.0 gesetzt.
|
void |
setDEFAULT_ITEM_STRENGTH(int DEFAULT_ITEM_STRENGTH) |
public java.lang.String getKEY_ATTRIBUTE_STRENGTH()
public int getDEFAULT_ITEM_STRENGTH()
public void setDEFAULT_ITEM_STRENGTH(int DEFAULT_ITEM_STRENGTH)
public static net.risingworld.api.worldelements.World3DModel createNewWorld3DModel(net.risingworld.api.utils.ModelInformation model,
net.risingworld.api.utils.ImageInformation texture,
float size,
net.risingworld.api.utils.Vector3f position,
net.risingworld.api.utils.Quaternion rotation,
boolean collision)
model - the model.texture - the texture.size - the model size.position - the world position of the element.rotation - the rotation of the element.collision - true if it should have a collision shape, false if notpublic static net.risingworld.api.utils.Vector3f roundViewDirection(net.risingworld.api.utils.Vector3f viewDirection)
viewDirection - Player.getViewDirection()public static float[] convertCollisionNormal(net.risingworld.api.utils.Vector3f collisionNormal,
boolean standUp)
collisionNormal - AusrichtungstandUp - x=0public static net.risingworld.api.utils.Vector3f roundGrid(net.risingworld.api.utils.Vector3f targetPosition,
int grid,
net.risingworld.api.utils.Vector3f collisionNormal)
targetPosition - Positiongrid - FactorcollisionNormal - Ausrichtungpublic static void refreshWorld3DModel(net.risingworld.api.worldelements.World3DModel model)
model - World3DModelpublic static void refreshWorld3DModel(net.risingworld.api.worldelements.World3DModel model,
boolean collision,
boolean interaction)
model - World3DModelcollision - updateinteraction - update