524dc52dd6
-Externalized FacingToRotation. -BlockLightDetector now uses tile based rotations. -Added TESR methods and TESRs for chests. Can't get it to work in inventory. -Fixed rotation bugs involving culling and lighting. Now rotating culled faces and normals too. Closes #21. Relates to #9, #10 and #20.
104 lines
3.1 KiB
Java
104 lines
3.1 KiB
Java
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package appeng.client.render;
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import javax.vecmath.Matrix4f;
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import javax.vecmath.Vector3f;
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import net.minecraft.client.renderer.GlStateManager;
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import net.minecraft.util.EnumFacing;
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import net.minecraftforge.common.model.TRSRTransformation;
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public enum FacingToRotation
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{
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// DUNSWE
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//@formatter:off
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DOWN_DOWN ( new Vector3f( 0, 0, 0 ) ), //NOOP
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DOWN_UP ( new Vector3f( 0, 0, 0 ) ), //NOOP
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DOWN_NORTH ( new Vector3f( -90, 0, 0 ) ),
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DOWN_SOUTH ( new Vector3f( -90, 0, 180 ) ),
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DOWN_WEST ( new Vector3f( -90, 0, 90 ) ),
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DOWN_EAST ( new Vector3f( -90, 0, -90 ) ),
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UP_DOWN ( new Vector3f( 0, 0, 0 ) ), //NOOP
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UP_UP ( new Vector3f( 0, 0, 0 ) ), //NOOP
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UP_NORTH ( new Vector3f( 90, 0, 180 ) ),
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UP_SOUTH ( new Vector3f( 90, 0, 0 ) ),
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UP_WEST ( new Vector3f( 90, 0, 90 ) ),
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UP_EAST ( new Vector3f( 90, 0, -90 ) ),
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NORTH_DOWN ( new Vector3f( 0, 0, 180 ) ),
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NORTH_UP ( new Vector3f( 0, 0, 0 ) ),
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NORTH_NORTH ( new Vector3f( 0, 0, 0 ) ), //NOOP
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NORTH_SOUTH ( new Vector3f( 0, 0, 0 ) ), //NOOP
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NORTH_WEST ( new Vector3f( 0, 0, 90 ) ),
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NORTH_EAST ( new Vector3f( 0, 0, -90 ) ),
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SOUTH_DOWN ( new Vector3f( 0, 180, 180 ) ),
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SOUTH_UP ( new Vector3f( 0, 180, 0 ) ),
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SOUTH_NORTH ( new Vector3f( 0, 0, 0 ) ), //NOOP
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SOUTH_SOUTH ( new Vector3f( 0, 0, 0 ) ), //NOOP
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SOUTH_WEST ( new Vector3f( 0, 180, -90 ) ),
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SOUTH_EAST ( new Vector3f( 0, 180, 90 ) ),
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WEST_DOWN ( new Vector3f( 0, 90, 180 ) ),
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WEST_UP ( new Vector3f( 0, 90, 0 ) ),
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WEST_NORTH ( new Vector3f( 0, 90, -90 ) ),
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WEST_SOUTH ( new Vector3f( 0, 90, 90 ) ),
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WEST_WEST ( new Vector3f( 0, 0, 0 ) ), //NOOP
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WEST_EAST ( new Vector3f( 0, 0, 0 ) ), //NOOP
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EAST_DOWN ( new Vector3f( 0, -90, 180 ) ),
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EAST_UP ( new Vector3f( 0, -90, 0 ) ),
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EAST_NORTH ( new Vector3f( 0, -90, 90 ) ),
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EAST_SOUTH ( new Vector3f( 0, -90, -90 ) ),
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EAST_WEST ( new Vector3f( 0, 0, 0 ) ), //NOOP
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EAST_EAST ( new Vector3f( 0, 0, 0 ) ); //NOOP
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//@formatter:on
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private final Vector3f rot;
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private final Matrix4f mat;
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private FacingToRotation( Vector3f rot )
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{
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this.rot = rot;
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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 ) ) );
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}
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public Vector3f getRot()
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{
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return rot;
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}
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public Matrix4f getMat()
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{
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return new Matrix4f( this.mat );
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}
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public void glRotateCurrentMat()
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{
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GlStateManager.rotate( rot.x, 1, 0, 0 );
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GlStateManager.rotate( rot.y, 0, 1, 0 );
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GlStateManager.rotate( rot.z, 0, 0, 1 );
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}
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public EnumFacing rotate( EnumFacing facing )
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{
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return TRSRTransformation.rotate( mat, facing );
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}
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public EnumFacing resultingRotate( EnumFacing facing )
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{
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for( EnumFacing face : EnumFacing.values() )
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{
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if( rotate( face ) == facing )
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{
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return face;
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}
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}
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return null;
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}
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public static FacingToRotation get( EnumFacing forward, EnumFacing up )
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{
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return values()[forward.ordinal() * 6 + up.ordinal()];
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}
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} |