package appeng.client.render; import javax.vecmath.Matrix4f; import javax.vecmath.Vector3f; import net.minecraft.client.renderer.GlStateManager; import net.minecraft.util.EnumFacing; import net.minecraftforge.common.model.TRSRTransformation; public enum FacingToRotation { // DUNSWE //@formatter:off DOWN_DOWN ( new Vector3f( 0, 0, 0 ) ), //NOOP DOWN_UP ( new Vector3f( 0, 0, 0 ) ), //NOOP DOWN_NORTH ( new Vector3f( -90, 0, 0 ) ), DOWN_SOUTH ( new Vector3f( -90, 0, 180 ) ), DOWN_WEST ( new Vector3f( -90, 0, 90 ) ), DOWN_EAST ( new Vector3f( -90, 0, -90 ) ), UP_DOWN ( new Vector3f( 0, 0, 0 ) ), //NOOP UP_UP ( new Vector3f( 0, 0, 0 ) ), //NOOP UP_NORTH ( new Vector3f( 90, 0, 180 ) ), UP_SOUTH ( new Vector3f( 90, 0, 0 ) ), UP_WEST ( new Vector3f( 90, 0, 90 ) ), UP_EAST ( new Vector3f( 90, 0, -90 ) ), NORTH_DOWN ( new Vector3f( 0, 0, 180 ) ), NORTH_UP ( new Vector3f( 0, 0, 0 ) ), NORTH_NORTH ( new Vector3f( 0, 0, 0 ) ), //NOOP NORTH_SOUTH ( new Vector3f( 0, 0, 0 ) ), //NOOP NORTH_WEST ( new Vector3f( 0, 0, 90 ) ), NORTH_EAST ( new Vector3f( 0, 0, -90 ) ), SOUTH_DOWN ( new Vector3f( 0, 180, 180 ) ), SOUTH_UP ( new Vector3f( 0, 180, 0 ) ), SOUTH_NORTH ( new Vector3f( 0, 0, 0 ) ), //NOOP SOUTH_SOUTH ( new Vector3f( 0, 0, 0 ) ), //NOOP SOUTH_WEST ( new Vector3f( 0, 180, -90 ) ), SOUTH_EAST ( new Vector3f( 0, 180, 90 ) ), WEST_DOWN ( new Vector3f( 0, 90, 180 ) ), WEST_UP ( new Vector3f( 0, 90, 0 ) ), WEST_NORTH ( new Vector3f( 0, 90, -90 ) ), WEST_SOUTH ( new Vector3f( 0, 90, 90 ) ), WEST_WEST ( new Vector3f( 0, 0, 0 ) ), //NOOP WEST_EAST ( new Vector3f( 0, 0, 0 ) ), //NOOP EAST_DOWN ( new Vector3f( 0, -90, 180 ) ), EAST_UP ( new Vector3f( 0, -90, 0 ) ), EAST_NORTH ( new Vector3f( 0, -90, 90 ) ), EAST_SOUTH ( new Vector3f( 0, -90, -90 ) ), EAST_WEST ( new Vector3f( 0, 0, 0 ) ), //NOOP EAST_EAST ( new Vector3f( 0, 0, 0 ) ); //NOOP //@formatter:on private final Vector3f rot; private final Matrix4f mat; private FacingToRotation( Vector3f rot ) { this.rot = rot; this.mat = TRSRTransformation.toVecmath( new org.lwjgl.util.vector.Matrix4f().rotate( (float) Math.toRadians( rot.x ), new org.lwjgl.util.vector.Vector3f( 1, 0, 0 ) ).rotate( (float) Math.toRadians( rot.y ), new org.lwjgl.util.vector.Vector3f( 0, 1, 0 ) ).rotate( (float) Math.toRadians( rot.z ), new org.lwjgl.util.vector.Vector3f( 0, 0, 1 ) ) ); } public Vector3f getRot() { return rot; } public Matrix4f getMat() { return new Matrix4f( this.mat ); } public void glRotateCurrentMat() { GlStateManager.rotate( rot.x, 1, 0, 0 ); GlStateManager.rotate( rot.y, 0, 1, 0 ); GlStateManager.rotate( rot.z, 0, 0, 1 ); } public EnumFacing rotate( EnumFacing facing ) { return TRSRTransformation.rotate( mat, facing ); } public EnumFacing resultingRotate( EnumFacing facing ) { for( EnumFacing face : EnumFacing.values() ) { if( rotate( face ) == facing ) { return face; } } return null; } public static FacingToRotation get( EnumFacing forward, EnumFacing up ) { return values()[forward.ordinal() * 6 + up.ordinal()]; } }