Applied-Energistics-2-tiler.../src/main/java/appeng/client/render/FacingToRotation.java
elix-x 524dc52dd6 Moved F2R, added TESRs, fixed culling
-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.
2016-07-11 15:38:54 +02:00

104 lines
3.1 KiB
Java

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()];
}
}