/* * 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 . */ package appeng.parts; import java.util.List; import net.minecraft.entity.Entity; import net.minecraft.util.AxisAlignedBB; import net.minecraftforge.common.util.ForgeDirection; import appeng.api.parts.IPartCollisionHelper; public class BusCollisionHelper implements IPartCollisionHelper { private final List boxes; private final ForgeDirection x; private final ForgeDirection y; private final ForgeDirection z; private final Entity entity; private final boolean isVisual; public BusCollisionHelper( final List boxes, final ForgeDirection x, final ForgeDirection y, final ForgeDirection z, final Entity e, final boolean visual ) { this.boxes = boxes; this.x = x; this.y = y; this.z = z; this.entity = e; this.isVisual = visual; } public BusCollisionHelper( final List boxes, final ForgeDirection s, final Entity e, final boolean visual ) { this.boxes = boxes; this.entity = e; this.isVisual = visual; switch( s ) { 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; } } /** * pretty much useless... */ public Entity getEntity() { return this.entity; } @Override public void addBox( double minX, double minY, double minZ, double maxX, double maxY, double maxZ ) { minX /= 16.0; minY /= 16.0; minZ /= 16.0; maxX /= 16.0; maxY /= 16.0; maxZ /= 16.0; 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; 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; if( this.x.offsetX + this.y.offsetX + this.z.offsetX < 0 ) { aX += 1; bX += 1; } if( this.x.offsetY + this.y.offsetY + this.z.offsetY < 0 ) { aY += 1; bY += 1; } if( this.x.offsetZ + this.y.offsetZ + this.z.offsetZ < 0 ) { 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 ); this.boxes.add( AxisAlignedBB.getBoundingBox( minX, minY, minZ, maxX, maxY, maxZ ) ); } @Override public ForgeDirection getWorldX() { return this.x; } @Override public ForgeDirection getWorldY() { return this.y; } @Override public ForgeDirection getWorldZ() { return this.z; } @Override public boolean isBBCollision() { return !this.isVisual; } }