Applied-Energistics-2-tiler.../src/main/java/appeng/parts/BusCollisionHelper.java

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/*
* This file is part of Applied Energistics 2.
* Copyright (c) 2013 - 2014, AlgorithmX2, All rights reserved.
*
* Applied Energistics 2 is free software: you can redistribute it and/or modify
* it under the terms of the GNU Lesser General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Applied Energistics 2 is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU Lesser General Public License for more details.
*
* You should have received a copy of the GNU Lesser General Public License
* along with Applied Energistics 2. If not, see <http://www.gnu.org/licenses/lgpl>.
*/
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package appeng.parts;
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import java.util.List;
import net.minecraft.entity.Entity;
import net.minecraft.util.AxisAlignedBB;
import net.minecraftforge.common.util.ForgeDirection;
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import appeng.api.parts.IPartCollisionHelper;
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public class BusCollisionHelper implements IPartCollisionHelper
{
private final List<AxisAlignedBB> boxes;
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private final ForgeDirection x;
private final ForgeDirection y;
private final ForgeDirection z;
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private final Entity entity;
private final boolean isVisual;
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public BusCollisionHelper( final List<AxisAlignedBB> boxes, final ForgeDirection x, final ForgeDirection y, final ForgeDirection z, final Entity e, final boolean visual )
{
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this.boxes = boxes;
this.x = x;
this.y = y;
this.z = z;
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this.entity = e;
this.isVisual = visual;
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}
public BusCollisionHelper( final List<AxisAlignedBB> boxes, final ForgeDirection s, final Entity e, final boolean visual )
{
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this.boxes = boxes;
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this.entity = e;
this.isVisual = visual;
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switch( s )
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{
case DOWN:
this.x = ForgeDirection.EAST;
this.y = ForgeDirection.NORTH;
this.z = ForgeDirection.DOWN;
break;
case UP:
this.x = ForgeDirection.EAST;
this.y = ForgeDirection.SOUTH;
this.z = ForgeDirection.UP;
break;
case EAST:
this.x = ForgeDirection.SOUTH;
this.y = ForgeDirection.UP;
this.z = ForgeDirection.EAST;
break;
case WEST:
this.x = ForgeDirection.NORTH;
this.y = ForgeDirection.UP;
this.z = ForgeDirection.WEST;
break;
case NORTH:
this.x = ForgeDirection.WEST;
this.y = ForgeDirection.UP;
this.z = ForgeDirection.NORTH;
break;
case SOUTH:
this.x = ForgeDirection.EAST;
this.y = ForgeDirection.UP;
this.z = ForgeDirection.SOUTH;
break;
case UNKNOWN:
default:
this.x = ForgeDirection.EAST;
this.y = ForgeDirection.UP;
this.z = ForgeDirection.SOUTH;
break;
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}
}
/**
* pretty much useless...
*/
public Entity getEntity()
{
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return this.entity;
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}
@Override
public void addBox( double minX, double minY, double minZ, double maxX, double maxY, double maxZ )
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{
minX /= 16.0;
minY /= 16.0;
minZ /= 16.0;
maxX /= 16.0;
maxY /= 16.0;
maxZ /= 16.0;
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double aX = minX * this.x.offsetX + minY * this.y.offsetX + minZ * this.z.offsetX;
double aY = minX * this.x.offsetY + minY * this.y.offsetY + minZ * this.z.offsetY;
double aZ = minX * this.x.offsetZ + minY * this.y.offsetZ + minZ * this.z.offsetZ;
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double bX = maxX * this.x.offsetX + maxY * this.y.offsetX + maxZ * this.z.offsetX;
double bY = maxX * this.x.offsetY + maxY * this.y.offsetY + maxZ * this.z.offsetY;
double bZ = maxX * this.x.offsetZ + maxY * this.y.offsetZ + maxZ * this.z.offsetZ;
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if( this.x.offsetX + this.y.offsetX + this.z.offsetX < 0 )
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{
aX += 1;
bX += 1;
}
if( this.x.offsetY + this.y.offsetY + this.z.offsetY < 0 )
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{
aY += 1;
bY += 1;
}
if( this.x.offsetZ + this.y.offsetZ + this.z.offsetZ < 0 )
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{
aZ += 1;
bZ += 1;
}
minX = Math.min( aX, bX );
minY = Math.min( aY, bY );
minZ = Math.min( aZ, bZ );
maxX = Math.max( aX, bX );
maxY = Math.max( aY, bY );
maxZ = Math.max( aZ, bZ );
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this.boxes.add( AxisAlignedBB.getBoundingBox( minX, minY, minZ, maxX, maxY, maxZ ) );
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}
@Override
public ForgeDirection getWorldX()
{
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return this.x;
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}
@Override
public ForgeDirection getWorldY()
{
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return this.y;
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}
@Override
public ForgeDirection getWorldZ()
{
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return this.z;
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}
@Override
public boolean isBBCollision()
{
return !this.isVisual;
}
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}