Create/src/main/java/com/simibubi/create/AllShapes.java
simibubi 0a1be94cbb Funnel Fantasy VII
- Finished ponder entries about funnels
- Smart TEs can now enter "virtual mode" to run both client and server code (support for it needs individual adjustment)
- Removed obsolete quads from the andesite funnels' model
- Not enough ponder instructions
- Fixed upright belt items in ponder UI
2021-02-28 23:49:51 +01:00

289 lines
10 KiB
Java

package com.simibubi.create;
import static net.minecraft.util.Direction.NORTH;
import static net.minecraft.util.Direction.SOUTH;
import static net.minecraft.util.Direction.UP;
import java.util.function.BiFunction;
import com.simibubi.create.content.logistics.block.chute.ChuteShapes;
import com.simibubi.create.foundation.utility.VoxelShaper;
import net.minecraft.block.Block;
import net.minecraft.block.Blocks;
import net.minecraft.block.DirectionalBlock;
import net.minecraft.block.PistonHeadBlock;
import net.minecraft.util.Direction;
import net.minecraft.util.Direction.Axis;
import net.minecraft.util.math.shapes.IBooleanFunction;
import net.minecraft.util.math.shapes.VoxelShape;
import net.minecraft.util.math.shapes.VoxelShapes;
public class AllShapes {
// Independent Shapers
public static final VoxelShaper
CASING_14PX = shape(0, 0, 0, 16, 14, 16).forDirectional(),
CASING_13PX = shape(0, 0, 0, 16, 13, 16).forDirectional(),
CASING_12PX = shape(0, 0, 0, 16, 12, 16).forDirectional(),
CASING_11PX = shape(0, 0, 0, 16, 11, 16).forDirectional(),
MOTOR_BLOCK = shape(3, 0, 3, 13, 14, 13).forDirectional(),
FOUR_VOXEL_POLE = shape(6, 0, 6, 10, 16, 10).forAxis(), SIX_VOXEL_POLE = shape(5, 0, 5, 11, 16, 11).forAxis(),
EIGHT_VOXEL_POLE = shape(4, 0, 4, 12, 16, 12).forAxis(),
FURNACE_ENGINE = shape(1, 1, 0, 15, 15, 16).add(0, 0, 9, 16, 16, 14)
.forHorizontal(Direction.SOUTH),
PORTABLE_STORAGE_INTERFACE = shape(0, 0, 0, 16, 14, 16).forDirectional(),
PULLEY = shape(0, 0, 0, 16, 16, 2).add(1, 1, 2, 15, 15, 14)
.add(2, 13, 2, 14, 16, 14)
.add(0, 0, 14, 16, 16, 16)
.forHorizontalAxis(),
SAIL_FRAME_COLLISION = shape(0, 5, 0, 16, 9, 16).erase(2, 0, 2, 14, 16, 14)
.forDirectional(),
SAIL_FRAME = shape(0, 5, 0, 16, 9, 16).forDirectional(), SAIL = shape(0, 5, 0, 16, 10, 16).forDirectional(),
HARVESTER_BASE = shape(0, 2, 0, 16, 14, 3).forDirectional(SOUTH),
NOZZLE = shape(2, 0, 2, 14, 14, 14).add(1, 13, 1, 15, 15, 15)
.erase(3, 13, 3, 13, 15, 13)
.forDirectional(),
CRANK = shape(5, 0, 5, 11, 6, 11).add(1, 3, 1, 15, 8, 15)
.forDirectional(),
CART_ASSEMBLER = shape(0, 12, 0, 16, 16, 16).add(-2, 0, 1, 18, 14, 15)
.forHorizontalAxis(),
CART_ASSEMBLER_PLAYER_COLLISION = shape(0, 0, 1, 16, 16, 15).forHorizontalAxis(),
STOCKPILE_SWITCH = shape(0, 0, 0, 16, 2, 16).add(1, 0, 1, 15, 16, 15)
.add(0, 14, 0, 16, 16, 16)
.add(3, 3, -2, 13, 13, 2)
.forHorizontal(NORTH),
CONTENT_OBSERVER = shape(0, 0, 0, 16, 6, 16).add(1, 0, 1, 15, 16, 15)
.add(0, 14, 0, 16, 16, 16)
.add(3, 3, -2, 13, 13, 2)
.forHorizontal(NORTH),
NIXIE_TUBE = shape(0, 0, 0, 16, 4, 16).add(9, 0, 5, 15, 15, 11)
.add(1, 0, 5, 7, 15, 11)
.forHorizontalAxis(),
NIXIE_TUBE_CEILING = shape(0, 12, 0, 16, 16, 16).add(9, 1, 5, 15, 16, 11)
.add(1, 1, 5, 7, 16, 11)
.forHorizontalAxis(),
FUNNEL_COLLISION = shape(0, 0, 0, 16, 4, 16).forDirectional(UP),
BELT_FUNNEL_RETRACTED = shape(2, -2, 14, 14, 14, 18).add(0, -5, 8, 16, 16, 14)
.forHorizontal(NORTH),
BELT_FUNNEL_EXTENDED = shape(2, -2, 14, 14, 14, 18).add(3, -4, 10, 13, 13, 14)
.add(2, -4, 6, 14, 14, 10)
.add(0, -5, 0, 16, 16, 6)
.forHorizontal(NORTH),
BELT_FUNNEL_PERPENDICULAR = shape(2, -2, 14, 14, 14, 18).add(1, 8, 12, 15, 15, 14)
.add(0.1, 13, 7, 15.9, 15, 11)
.add(0.1, 9, 8, 15.9, 13, 12)
.add(0.1, 5, 9, 15.9, 9, 13)
.add(0.1, 1, 10, 15.9, 5, 14)
.add(0.1, -3, 11, 15.9, 1, 15)
.forHorizontal(NORTH),
FUNNEL_WALL = shape(2, 2, 14, 14, 14, 18).add(1, 8, 12, 15, 15, 14)
.add(0.1, 13, 7, 15.9, 15, 11)
.add(0.1, 9, 8, 15.9, 13, 12)
.add(0.1, 5, 9, 15.9, 9, 13)
.add(0.1, 1, 10, 15.9, 5, 14)
.add(0.1, -1, 11, 15.9, 1, 15)
.forHorizontal(NORTH),
FLUID_VALVE = shape(3, -1, 3, 13, 17, 13).add(2, 2, 2, 14, 14, 14)
.forAxis(),
SMART_FLUID_PIPE_FLOOR = shape(4, 4, 0, 12, 12, 16).add(3, 3, 3, 13, 13, 13)
.add(5, 13, 3, 11, 14, 11)
.add(5, 14, 4, 11, 15, 10)
.add(5, 15, 5, 11, 16, 9)
.add(5, 16, 6, 11, 17, 8)
.forHorizontal(Direction.SOUTH),
SMART_FLUID_PIPE_WALL = shape(4, 0, 4, 12, 16, 12).add(3, 3, 3, 13, 13, 13)
.add(5, 5, 13, 11, 13, 14)
.add(5, 6, 14, 11, 12, 15)
.add(5, 7, 15, 11, 11, 16)
.add(5, 8, 16, 11, 10, 17)
.forHorizontal(Direction.SOUTH),
SMART_FLUID_PIPE_CEILING = shape(4, 4, 0, 12, 12, 16).add(3, 3, 3, 13, 13, 13)
.add(5, 3, 3, 11, 2, 11)
.add(5, 2, 4, 11, 1, 10)
.add(5, 1, 5, 11, 0, 9)
.add(5, 0, 6, 11, -1, 8)
.forHorizontal(Direction.SOUTH),
PUMP = shape(2, 0, 2, 14, 5, 14).add(4, 0, 4, 12, 16, 12)
.add(3, 12, 3, 13, 16, 13)
.forDirectional(Direction.UP),
CRUSHING_WHEEL_CONTROLLER_COLLISION = shape(0, 0, 0, 16, 13, 16)
.forDirectional(Direction.DOWN)
;
// Internally Shared Shapes
private static final VoxelShape
PISTON_HEAD = Blocks.PISTON_HEAD.getDefaultState()
.with(DirectionalBlock.FACING, UP)
.with(PistonHeadBlock.SHORT, true)
.getShape(null, null), PISTON_EXTENDED =
shape(CASING_12PX.get(UP)).add(FOUR_VOXEL_POLE.get(Axis.Y))
.build(),
SMALL_GEAR_SHAPE = cuboid(2, 6, 2, 14, 10, 14), LARGE_GEAR_SHAPE = cuboid(0, 6, 0, 16, 10, 16),
VERTICAL_TABLET_SHAPE = cuboid(3, 1, -1, 13, 15, 3), SQUARE_TABLET_SHAPE = cuboid(2, 2, -1, 14, 14, 3),
LOGISTICS_TABLE_SLOPE = shape(0, 10, 15, 16, 14, 10.667).add(0, 12, 10.667, 16, 16, 6.333)
.add(0, 14, 6.333, 16, 18, 2)
.build(),
TANK_BOTTOM_LID = shape(0, 0, 0, 16, 4, 16).build(), TANK_TOP_LID = shape(0, 12, 0, 16, 16, 16).build()
;
// Static Block Shapes
public static final VoxelShape
BASIN_BLOCK_SHAPE = shape(0, 2, 0, 16, 16, 16).erase(2, 2, 2, 14, 16, 14)
.add(2, 0, 2, 14, 2, 14)
.build(), BASIN_RAYTRACE_SHAPE =
shape(0, 2, 0, 16, 16, 16).add(2, 0, 2, 14, 2, 14)
.build(),
BASIN_COLLISION_SHAPE = shape(0, 2, 0, 16, 13, 16).erase(2, 5, 2, 14, 16, 14)
.add(2, 0, 2, 14, 2, 14)
.build(),
SPEED_CONTROLLER = shape(0, 0, 0, 16, 4, 16).add(1, 1, 1, 15, 13, 15)
.add(0, 8, 0, 16, 14, 16).build(),
HEATER_BLOCK_SHAPE = shape(2, 0, 2, 14, 14, 14).add(0, 0, 0, 16, 4, 16)
.build(),
HEATER_BLOCK_SPECIAL_COLLISION_SHAPE = shape(0, 0, 0, 16, 4, 16).build(),
CRUSHING_WHEEL_COLLISION_SHAPE = cuboid(0, 0, 0, 16, 16, 16),
SEAT = cuboid(0, 0, 0, 16, 8, 16),
SEAT_COLLISION = cuboid(0, 0, 0, 16, 6, 16),
MECHANICAL_PROCESSOR_SHAPE = shape(VoxelShapes.fullCube()).erase(4, 0, 4, 12, 16, 12)
.build(),
TURNTABLE_SHAPE = shape(1, 4, 1, 15, 8, 15).add(5, 0, 5, 11, 4, 11)
.build(),
CRATE_BLOCK_SHAPE = cuboid(1, 0, 1, 15, 14, 15),
TABLE_POLE_SHAPE = shape(4, 0, 4, 12, 2, 12).add(5, 2, 5, 11, 14, 11)
.build(),
BELT_COLLISION_MASK = cuboid(0, 0, 0, 16, 19, 16),
SCHEMATICANNON_SHAPE = shape(1, 0, 1, 15, 8, 15).add(0.5, 8, 0.5, 15.5, 11, 15.5)
.build(),
PULLEY_MAGNET = shape(3, 0, 3, 13, 2, 13).add(FOUR_VOXEL_POLE.get(UP))
.build(),
SPOUT = shape(1, 2, 1, 15, 14, 15).add(2, 0, 2, 14, 16, 14)
.build(),
MILLSTONE = shape(0, 0, 0, 16, 6, 16).add(2, 6, 2, 14, 13, 14)
.add(3, 13, 3, 13, 16, 13)
.build(),
CUCKOO_CLOCK = shape(1, 0, 1, 15, 19, 15).build(),
GAUGE_SHAPE_UP = shape(1, 0, 0, 15, 2, 16).add(2, 2, 1, 14, 14, 15)
.build(),
MECHANICAL_ARM = shape(2, 0, 2, 14, 10, 14).add(3, 0, 3, 13, 14, 13)
.build(),
MECHANICAL_ARM_CEILING = shape(2, 6, 2, 14, 16, 14).add(3, 2, 3, 13, 16, 13)
.build(),
CHUTE = shape(1, 8, 1, 15, 16, 15).add(2, 0, 2, 14, 8, 14)
.build(),
SMART_CHUTE = shape(0, 0, 0, 16, 5, 16).add(0, 9, 0, 16, 15, 16)
.add(1, 0, 1, 15, 16, 15)
.build(),
TANK = shape(1, 0, 1, 15, 16, 15).build(), TANK_TOP = shape(TANK_TOP_LID).add(TANK)
.build(),
TANK_BOTTOM = shape(TANK_BOTTOM_LID).add(TANK)
.build(),
TANK_TOP_BOTTOM = shape(TANK_BOTTOM_LID).add(TANK_TOP_LID)
.add(TANK)
.build(),
FUNNEL_FLOOR = shape(2, -2, 2, 14, 8, 14).add(1, 1, 1, 15, 8, 15)
.add(0, 4, 0, 16, 10, 16)
.build(),
FUNNEL_CEILING = shape(2, 8, 2, 14, 18, 14).add(1, 8, 1, 15, 15, 15)
.add(0, 6, 0, 16, 12, 16)
.build(),
DEPOT = shape(CASING_11PX.get(Direction.UP)).add(1, 11, 1, 15, 13, 15)
.build()
;
// More Shapers
public static final VoxelShaper
MECHANICAL_PISTON_HEAD = shape(PISTON_HEAD).forDirectional(), MECHANICAL_PISTON = CASING_12PX,
MECHANICAL_PISTON_EXTENDED = shape(PISTON_EXTENDED).forDirectional(),
SMALL_GEAR = shape(SMALL_GEAR_SHAPE).add(SIX_VOXEL_POLE.get(Axis.Y))
.forAxis(),
LARGE_GEAR = shape(LARGE_GEAR_SHAPE).add(SIX_VOXEL_POLE.get(Axis.Y))
.forAxis(),
LOGISTICAL_CONTROLLER = shape(SQUARE_TABLET_SHAPE).forDirectional(SOUTH),
REDSTONE_BRIDGE = shape(VERTICAL_TABLET_SHAPE).forDirectional(SOUTH)
.withVerticalShapes(LOGISTICAL_CONTROLLER.get(UP)),
LOGISTICS_TABLE = shape(TABLE_POLE_SHAPE).add(LOGISTICS_TABLE_SLOPE)
.forHorizontal(SOUTH),
SCHEMATICS_TABLE = shape(4, 0, 4, 12, 12, 12).add(0, 11, 2, 16, 14, 14)
.forDirectional(SOUTH),
CHUTE_SLOPE = shape(ChuteShapes.createSlope()).forHorizontal(SOUTH)
;
private static Builder shape(VoxelShape shape) {
return new Builder(shape);
}
private static Builder shape(double x1, double y1, double z1, double x2, double y2, double z2) {
return shape(cuboid(x1, y1, z1, x2, y2, z2));
}
private static VoxelShape cuboid(double x1, double y1, double z1, double x2, double y2, double z2) {
return Block.makeCuboidShape(x1, y1, z1, x2, y2, z2);
}
private static class Builder {
VoxelShape shape;
public Builder(VoxelShape shape) {
this.shape = shape;
}
Builder add(VoxelShape shape) {
this.shape = VoxelShapes.or(this.shape, shape);
return this;
}
Builder add(double x1, double y1, double z1, double x2, double y2, double z2) {
return add(cuboid(x1, y1, z1, x2, y2, z2));
}
Builder erase(double x1, double y1, double z1, double x2, double y2, double z2) {
this.shape =
VoxelShapes.combineAndSimplify(shape, cuboid(x1, y1, z1, x2, y2, z2), IBooleanFunction.ONLY_FIRST);
return this;
}
VoxelShape build() {
return shape;
}
VoxelShaper build(BiFunction<VoxelShape, Direction, VoxelShaper> factory, Direction direction) {
return factory.apply(shape, direction);
}
VoxelShaper build(BiFunction<VoxelShape, Axis, VoxelShaper> factory, Axis axis) {
return factory.apply(shape, axis);
}
VoxelShaper forDirectional(Direction direction) {
return build(VoxelShaper::forDirectional, direction);
}
VoxelShaper forAxis() {
return build(VoxelShaper::forAxis, Axis.Y);
}
VoxelShaper forHorizontalAxis() {
return build(VoxelShaper::forHorizontalAxis, Axis.Z);
}
VoxelShaper forHorizontal(Direction direction) {
return build(VoxelShaper::forHorizontal, direction);
}
VoxelShaper forDirectional() {
return forDirectional(UP);
}
}
}