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